This thread is not suitable for every publics, and I hope nobody consider this as a fault.
What I mean is that D&D Neverwinter doesn't seem to be a role game. I can understand that is not possible to bring the old role playing games to a MMORPG format, clicking where you want your character goes or the monster you want to fight to. More action is needed.
The problem is that there is only action in D&D Neverwinter. There are no role. The quests consist always the same: 2 text windows that nobody read; kill everybody to the next medium boss; kill the medium boss; kill everybody to the final boss; kill the final boss. There is nothing else to do. What is only different is how you kill, but this is it.
I am an old RPG player and maybe I'm nostalgic about the old D&D with dices and clearly defined skills, with quests in which were needed some specific item, think deeply how to get it, solve puzzles, different conversations that made a different effect, and so on. Many of this was lost with the 4th Edition of D&D, but there were other things you can do. Here you can only kill, nowever, some this could be adapted somehow, making this game deeper. I guess I'm not the only one who would love to.
Anyway, I insist that I hope my message doesn't bother anybody. It is written with the intention to improve, not to criticize, because I think that we are all D&D fans at the highest level, and we all want a D&D MMORPG to became the best title ever seen, above WoW, TES Online, Guild Wars and other ones that are a reference nowadays.
This game is kinda like the D&D themed action RPGs that used to be around a lot. Like Baldur's Gate: Dark Alliance and Heroes. It's an Action RPG MMO. The foundry can alleviate this a bit, but the fundamental mechanics just aren't there.
If you're looking for an adventurey MMO, go play DDO. It's honestly really good for that. Scary, deadly traps, puzzles, skill checks... it's a great dungeon delving experience.
Yeah, I tried it, but the mechanics, as you tell, are closely related with old RPG games: fight by clicking on enemies, move by the same... What I finally propose is to mix both concepts, as happens with Guild Wars or better even wthn WoW. I know is so difficult, butmagine those worlds with D&D rules: there wouldn't be limits at all!
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halgridosMember, Neverwinter Beta UsersPosts: 1Arc User
edited June 2013
I'm new to this game, started to play yesterday and don't know much about it. However, I noticed that you don't get any exp when you kill monsters. Strange, but so far the game amuse me
I am an old RPG player and maybe I'm nostalgic about the old D&D with dices and clearly defined skills, with quests in which were needed some specific item, think deeply how to get it, solve puzzles, different conversations that made a different effect, and so on. Many of this was lost with the 4th Edition of D&D
None of that was "lost" in 4E. Those things were barely based on actual rules to begin with.
Here you can only kill, nowever, some this could be adapted somehow, making this game deeper. I guess I'm not the only one who would love to.
Without a human DM, all you'll get is a pale shadow of roleplaying, in any computer RPG. Given that, I don't see much point in having significant non-combat content here.
None of that was "lost" in 4E. Those things were barely based on actual rules to begin with.
Without a human DM, all you'll get is a pale shadow of roleplaying, in any computer RPG. Given that, I don't see much point in having significant non-combat content here.
4e attempted to be revolutionary by getting rid of alot of the previous aspects that took time to simulate in combat rounds. The issue with that of course is the same thing that happened when 3.0 came out with core only books, before all of its splat material, to take the place of 2.0e with all of its splat material. The fans complained too many options were removed. So they put more splat material in again and the same thing happened. The fans complained the game was broke, because options from core combined with options from splat created infinity loops. Its been the same cycle each new edition. Catch 22 - too many options, complain game is broke, too few options, complain game is too boring.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited June 2013
Here's the thing - how do you properly handle things like NPC interaction and non-combat related stuff using just the kind of scripting and so-forth that a current MMO can provide? There's no way, short of interacting w/ another player, to provide meaningful conversation with an NPC. In a way, the Foundry attempts to provide something like this, or you could find some like-minded people and RP with them...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
This game is kinda like the D&D themed action RPGs that used to be around a lot. Like Baldur's Gate: Dark Alliance and Heroes. It's an Action RPG MMO. The foundry can alleviate this a bit, but the fundamental mechanics just aren't there.
If you're looking for an adventurey MMO, go play DDO. It's honestly really good for that. Scary, deadly traps, puzzles, skill checks... it's a great dungeon delving experience.
I feel its a generic Guild Wars with a better theme. You have a set amount of abilities to take into PvP/PVE and if that doesn't work you can try to switch em out but your down 8-10s of CD time and your team whining your an AfKer.
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
4e attempted to be revolutionary by getting rid of alot of the previous aspects that took time to simulate in combat rounds.
The issue I was responding to dealt with non-combat aspects of RPGs. D&D has never had much real mechanics outside of combat, so there wasn't much of anything for 4E to "lose" in regards to what the OP was talking about. Puzzles, deep impactful conversations, and skill usage are as well supported in 4E as ever.
The fans complained the game was broke, because options from core combined with options from splat created infinity loops. Its been the same cycle each new edition. Catch 22 - too many options, complain game is broke, too few options, complain game is too boring.
Where 4E breaks is worlds apart from where 3.5 breaks. 4E is broken if you choose specific combinations of powers/feats at high level. 3.5 is broken just by writing Wizard on your character sheet instead of Fighter.
But this discussion of combat mechanics is off-topic. The thread is about aspects of RPGs other than combat, and whether Neverwinter should do more to support them, and that's the context I was talking about 4E in.
Is that. There is no a story here, or is lightweight. It doesn't take you into your character or into the world of D&D. ****, I'd bet that 90% of us here do not even know why to kill the final boss! If you enjoy killing making no questions, fine, but in general I like to know why I'm doing so.
So the point is, why a game with this combat mechanics cannot have some other things to do besides of kill? I don't see why it shouldn't be possible, I mentioned other games with combat and (let me say) "something else" on balanced proportions. If you consider that the 4th Edition rules doesn't loose substance regarding 3,5th (I'm not agree, but it doesn't matter) why don't adding them to Neverwinter?
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
Is that. There is no a story here, or is lightweight. It doesn't take you into your character or into the world of D&D. ****, I'd bet that 90% of us here do not even know why to kill the final boss! If you enjoy killing making no questions, fine, but in general I like to know why I'm doing so.
There is lots of story here. It's your own fault if you skip it.
There's a story to every boss, quest, skirmish, and dungeon.
So the point is, why a game with this combat mechanics cannot have some other things to do besides of kill? I don't see why it shouldn't be possible, I mentioned other games with combat and (let me say) "something else" on balanced proportions.
What games did you mention? I'm not seeing any specific games in your posts.
And sure, you can have non-combat mechanics in video games. But when they're put into RPGs, I've found that, invariably, they're half-baked side shows to the real game. I'd rather focus on making the core gameplay (combat) as good as possible, than put in some puzzle minigames, or choose-your-own-adventure dialog trees, or whatever.
If you consider that the 4th Edition rules doesn't loose substance regarding 3,5th (I'm not agree, but it doesn't matter) why don't adding them to Neverwinter?
Because what works in a tabletop RPG doesn't doesn't work in a video game, especially not an MMO. That "substance" you're talking about is entirely dependent on a live, human DM.
Just because you can do all those things you listed in 4E just as easily as in 3.5 (if not more so), doesn't mean that they're feasible in a video game based on 4E. DDO is based on 3.5, and I don't see a meaningful difference between it and Neverwinter when it comes to what you're talking about.
Comments
If you're looking for an adventurey MMO, go play DDO. It's honestly really good for that. Scary, deadly traps, puzzles, skill checks... it's a great dungeon delving experience.
None of that was "lost" in 4E. Those things were barely based on actual rules to begin with.
Without a human DM, all you'll get is a pale shadow of roleplaying, in any computer RPG. Given that, I don't see much point in having significant non-combat content here.
4e attempted to be revolutionary by getting rid of alot of the previous aspects that took time to simulate in combat rounds. The issue with that of course is the same thing that happened when 3.0 came out with core only books, before all of its splat material, to take the place of 2.0e with all of its splat material. The fans complained too many options were removed. So they put more splat material in again and the same thing happened. The fans complained the game was broke, because options from core combined with options from splat created infinity loops. Its been the same cycle each new edition. Catch 22 - too many options, complain game is broke, too few options, complain game is too boring.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
I feel its a generic Guild Wars with a better theme. You have a set amount of abilities to take into PvP/PVE and if that doesn't work you can try to switch em out but your down 8-10s of CD time and your team whining your an AfKer.
The issue I was responding to dealt with non-combat aspects of RPGs. D&D has never had much real mechanics outside of combat, so there wasn't much of anything for 4E to "lose" in regards to what the OP was talking about. Puzzles, deep impactful conversations, and skill usage are as well supported in 4E as ever.
Where 4E breaks is worlds apart from where 3.5 breaks. 4E is broken if you choose specific combinations of powers/feats at high level. 3.5 is broken just by writing Wizard on your character sheet instead of Fighter.
But this discussion of combat mechanics is off-topic. The thread is about aspects of RPGs other than combat, and whether Neverwinter should do more to support them, and that's the context I was talking about 4E in.
So the point is, why a game with this combat mechanics cannot have some other things to do besides of kill? I don't see why it shouldn't be possible, I mentioned other games with combat and (let me say) "something else" on balanced proportions. If you consider that the 4th Edition rules doesn't loose substance regarding 3,5th (I'm not agree, but it doesn't matter) why don't adding them to Neverwinter?
There is lots of story here. It's your own fault if you skip it.
There's a story to every boss, quest, skirmish, and dungeon.
What games did you mention? I'm not seeing any specific games in your posts.
And sure, you can have non-combat mechanics in video games. But when they're put into RPGs, I've found that, invariably, they're half-baked side shows to the real game. I'd rather focus on making the core gameplay (combat) as good as possible, than put in some puzzle minigames, or choose-your-own-adventure dialog trees, or whatever.
Because what works in a tabletop RPG doesn't doesn't work in a video game, especially not an MMO. That "substance" you're talking about is entirely dependent on a live, human DM.
Just because you can do all those things you listed in 4E just as easily as in 3.5 (if not more so), doesn't mean that they're feasible in a video game based on 4E. DDO is based on 3.5, and I don't see a meaningful difference between it and Neverwinter when it comes to what you're talking about.