Hey you all, a lot of ppl talk **** about the game, but they complain about minor things instead see the real problem.
If after 3 months, you never noticed that something about the DnD world was missing maybe you shall take a look at a PnP or other DnD games.
There are no real DnD feel like in the NWN 1 and 2 + exps, it doesnt have any narrative, you dont feel a very important part of the story or the world, there are no puzzles at all, the dungeons are no more than a hack and slash show with a big boss at the end, the quests are just follow the line to complete the quest like fable 2 and 3, there are no riddles, there is no rewards by getting the achievements, the world and instances are so small and with nothing more interesting that some lore pieces and enemies, the chests and hidden chests in dungeons only drop HAMSTER, there are some hidden areas in the dungeons but there is nothing or the reward is so stupid that you never investigate them.
Maybe you think that i am a guy who played 1 or maybe 4 weeks the game, well i played it more than 3 months, i played since beta weekends, i played the open beta, and only left the game 3 weeks ago.
But the reason i left is because after you get to 60 the game is no more than HAMSTER, reduced to foundry, pvp and dungeons.
Since the foundry has no impact in the game and no reward at all, you get easily bored doing the quests, the dungeons are so stupid and dont require to solve nothing, they have little to no story at all you easily fall into a farming routine and after few days or maybe weeks you feel that there is nothing in the dungeon for you.
The pvp is good, im no pvp player but sometimes i played a match or 2 because i was bored, but even when you get some fun in pvp is a waste of time enter to a game only to play the pvp.
The content is not boring, but you get bored because there is nothing that makes you feel like part of the world or the story, you only go, do some ****, they reward you, say some words and tell you another request.
The weapons and armor really makes me feel that im not playing a DnD based game, there is suposed to be conditon damage, weakneses, protections agains elements, and other stuff like that, but int he game doesnt matter what kind of dmg you receive, you only get the dmg and is reduced by your armor, nothing more, the rogues are suposed to be able to use stealth freely until they get discovered by the use of the spot skill or spells like true seeing or detect invisible, the mage is supposed to be able to buff the party, summon creatures and more, the cleric should be able to use shields and simple weapons, the fighters are supposed to be able to use lighter armor like the chainmail or leather and rise his dexterity to get AC bonuses.
Well after all i think DnD made a mistake by only giving the rights and dont manage the game developing.
Hope someone or a developer read this and make the some changes (major changes) to the game because in its current state is only a blasphemy to the previous Neverwinter games.
Hey you all, a lot of ppl talk **** about the game, but they complain about minor things instead see the real problem.
If after 3 months, you never noticed that something about the DnD world was missing maybe you shall take a look at a PnP or other DnD games.
There are no real DnD feel like in the NWN 1 and 2 + exps, it doesnt have any narrative, you dont feel a very important part of the story or the world, there are no puzzles at all, the dungeons are no more than a hack and slash show with a big boss at the end, the quests are just follow the line to complete the quest like fable 2 and 3, there are no riddles, there is no rewards by getting the achievements, the world and instances are so small and with nothing more interesting that some lore pieces and enemies, the chests and hidden chests in dungeons only drop HAMSTER, there are some hidden areas in the dungeons but there is nothing or the reward is so stupid that you never investigate them.
Maybe you think that i am a guy who played 1 or maybe 4 weeks the game, well i played it more than 3 months, i played since beta weekends, i played the open beta, and only left the game 3 weeks ago.
But the reason i left is because after you get to 60 the game is no more than HAMSTER, reduced to foundry, pvp and dungeons.
Since the foundry has no impact in the game and no reward at all, you get easily bored doing the quests, the dungeons are so stupid and dont require to solve nothing, they have little to no story at all you easily fall into a farming routine and after few days or maybe weeks you feel that there is nothing in the dungeon for you.
The pvp is good, im no pvp player but sometimes i played a match or 2 because i was bored, but even when you get some fun in pvp is a waste of time enter to a game only to play the pvp.
The content is not boring, but you get bored because there is nothing that makes you feel like part of the world or the story, you only go, do some ****, they reward you, say some words and tell you another request.
The weapons and armor really makes me feel that im not playing a DnD based game, there is suposed to be conditon damage, weakneses, protections agains elements, and other stuff like that, but int he game doesnt matter what kind of dmg you receive, you only get the dmg and is reduced by your armor, nothing more, the rogues are suposed to be able to use stealth freely until they get discovered by the use of the spot skill or spells like true seeing or detect invisible, the mage is supposed to be able to buff the party, summon creatures and more, the cleric should be able to use shields and simple weapons, the fighters are supposed to be able to use lighter armor like the chainmail or leather and rise his dexterity to get AC bonuses.
Well after all i think DnD made a mistake by only giving the rights and dont manage the game developing.
Hope someone or a developer read this and make the some changes (major changes) to the game because in its current state is only a blasphemy to the previous Neverwinter games.
Awhile back, one of the moderators already confirmed this is not a DnD game.......
Awhile back, one of the moderators already confirmed this is not a DnD game.......
Mods are volunteer personnel, not devs or staff. Their "confirmation" is merely opinion and reflects neither the position nor the intent of PWE/Cryptic or WotC as to the direction of development of Neverwinter relative to the Dungeons and Dragons franchise in general.
Summary: That a mod said they may not think it's D&D doesn't mean that it isn't, as they don't speak for the company.
ROLL TIDE ROLL
Great Weapon Fighter: Because when is today not a good day to die?
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It's the 3rd time I read the op's post in a different place.
Many people have different ideas on how a Neverwinter MMO should be, for some it's the story, for others it's the graphics, for others it's the pvp, for others it's the dungeons, etc...
0
khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited October 2013
Though I'm not quite as active in the game I am still playing and I still enjoy the game. When I started playing the game back in closed beta, I immediately made a Rogue hoping that they will be somewhat as complex as in Neverwinter Nights, but the Rogue is just the DPS class here. For me playing a Rogue back in NWN was like a chess game - sneaking around, picking locks, laying traps, trying to get every enemy alone so you don't have to fight more then one at a time and managing every resource in such a way that you don't have to confront anyone or anything directly, at least not before you had everything under control. Guerrilla tactics FTW! I still have NWN and I still love the game to death more then 10 years after I bought it.
To be honest, I didn't expect an MMO to have the same level of complexity and I don't feel like this game is blasphemy, but I agree with a lot of the points you are making. I don't hate the game, but by the Gods, did I want it to be more that just stabbing mobs in the head. I really hope it will get more complex as time goes by.
I hate dancing with Lady Luck. She always steps on my toes.
If traps actually did more damage, then rogues would be much more useful by removing them, for now people just run over traps like it's candy.
I hope they can change it sometime.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
.... I immediately made a Rogue hoping that they will be somewhat as complex as in Neverwinter Nights, but the Rogue is just the DPS class here. For me playing a Rogue back in NWN was like a chess game - sneaking around, picking locks, laying traps, trying to get every enemy alone so you don't have to fight more then one at a time and managing every resource in such a way that you don't have to confront anyone or anything directly, at least not before you had everything under control. Guerrilla tactics FTW!
To be fair, that would hardly work in an action game. By the time you set everything up right. Some wizard would just run in and nuke the whole room. Of course, the same thing could be done as easily in NWN.
And even NWN had its share of action'itus. One only needed to play a Shadow Dancer Rogue and all the planning and tactics in the world suddenly became meaningless as you crit stabbed and stealthed, at will, with nary a worry. In many ways the 3.5 Shadow Dancer was far more over powered then the rogue here could ever be.
NW isnt perfect, its not as much a thinking game as NWN, but for an action take on D&D it seems to do well. At least by my own standards.
The real thing I'm missing in this game is dialogue options; being able to react in different ways to what the NPC's are saying and progressing the conversation like that.
Only the very first NPC and some foundry NPC's actually have multiple reaction options, which is very dissapointing when you compare it to Neverwinter Nights.
Right now you can just click through everything without reading a single thing, and you won't have missed much, since the story (not the lore) is average at best.
0
khimera906Member, NW M9 PlaytestPosts: 898Arc User
To be fair, that would hardly work in an action game. By the time you set everything up right. Some wizard would just run in and nuke the whole room. Of course, the same thing could be done as easily in NWN.
And even NWN had its share of action'itus. One only needed to play a Shadow Dancer Rogue and all the planning and tactics in the world suddenly became meaningless as you crit stabbed and stealthed, at will, with nary a worry. In many ways the 3.5 Shadow Dancer was far more over powered then the rogue here could ever be.
NW isnt perfect, its not as much a thinking game as NWN, but for an action take on D&D it seems to do well. At least by my own standards.
I agree. For what it is, Neverwinter online is a great game and, like I said, I really enjoy it. I certainly didn't expect it to be "NWN Reloaded" I am not trying to bash the game here, I just wish there was more to the classes then just what they can do in combat.
I hate dancing with Lady Luck. She always steps on my toes.
Id love to see a return to the old turn based, top down, deep story D&D RPGs. Something akin to an old school, but modern take on Planescape:Torment. That would be bliss, as long as it stayed a single player game. With the success of the Witcher series, ive hoped that single player RPGs would make some kind of come back. Its a shame they hasn't yet.
Fortunately MMOs fill a different need for me. Ive always liked Cryptic games. They tend to be shallow, but fun to play, casual, and easy to get into. So, even if my perfect single player RPG comes out (Witcher 3 nao? please!) I still see myself playing here for some time to come. And hey, its Forgotten realms, that alone is worth bonus points
I share the OP's frustration at how little D&D is actually implemented in this game, considering the "box art" prominently displays the D&D logo. I think the Cryptic got to enthralled by the action game stuff to work on the class abilities that make D&D classes so different from the standard "run and gun" stuff you see online. I am hoping as the game matures that more of the D&D characteristics will get included. We shall see. Someone else mentioned the Witcher series, the 3rd installment will certainly turn my head, if this one fails to keep my attention by not increasing it's complexity.
I think it's funny how people say there is little D&D in the game when it is full of D&D. This is simply a different electronic presentation of D&D than has previously been done before.
Even in it the pnp medium D&D has had many different forms of varying detail and complexity, from it's original conception to various editions of D&D labelled as Basic or Advanced to those with no particular designation at all, many of these editions being vastly different one from the other, but all still being D&D in their own way.
At one time D&D was very simple, much simpler than the version offered in this game, and players still recognized it for what it was. I think, over time, people have forgotten the scope of game styles D&D has covered.
Basic D&D was a simpler version compared to AD&D. 1st edition, with it's Greyhawk world was not as complex as 2nd edition, I will grant you. I will say however that it was with 2nd Edition and it's increased options that D&D really seemed to takeoff in my neck of the woods. Prior to 2nd Ed. it was very difficult for me to find a game, after 2nd Ed and going into 3, 3.5 I had an easy time finding gaming groups no matter where I was. With 4th it dropped off a bit, but was still easy enough, not to mention you can find groups running multiple versions. Locally there is still a game room that runs 2nd Ed. a couple nights a month. I would say in my experience it is the more complex versions that have the staying power over the simpler ones.
It's the 3rd time I read the op's post in a different place.
Many people have different ideas on how a Neverwinter MMO should be, for some it's the story, for others it's the graphics, for others it's the pvp, for others it's the dungeons, etc...
Yep. For me, D&D has been like this since about 1978. Different campaigns, editions, settings, and so forth have all had their own twists.
Maybe this isn't D&D for some people. That's fine. I would venture to guess that most D&D players aren't into every single campaign and setting. However, that doesn't negate the game being D&D to me. Although Cryptic needs to get off their butt and put some more classes out pronto. *rabble* *rabble* !!!1!11!!eleventyone!!!k11!
Basic D&D was a simpler version compared to AD&D. 1st edition, with it's Greyhawk world was not as complex as 2nd edition, I will grant you. I will say however that it was with 2nd Edition and it's increased options that D&D really seemed to takeoff in my neck of the woods. Prior to 2nd Ed. it was very difficult for me to find a game, after 2nd Ed and going into 3, 3.5 I had an easy time finding gaming groups no matter where I was. With 4th it dropped off a bit, but was still easy enough, not to mention you can find groups running multiple versions. Locally there is still a game room that runs 2nd Ed. a couple nights a month. I would say in my experience it is the more complex versions that have the staying power over the simpler ones.
Well, I can't really say I've kept all that much track of things after the shift from TSR to WotC. I did pick up 3.5 and gave it a look through, but what I saw as needless minutia cluttering up the game turned me off me it right quick. I looked through the PHB for 4, and decided it had strayed too far from the original to appeal to me as a pnp D&D game.
For me, and those I play with, less is more when it comes to pnp RPGs. We have way more fun individualizing characters using the constraints of our imaginations than going through endless allocations of various points here and there in various paths and whatnot, or flaws and perks, or who knows what else common to more modern RPGs.
Never did we have two Fighters even close to being the same in our groups in AD&D 1st Ed., even though Fighters were all very much mechanically virtually identical in that edition.
i've responded to this opinion before but i don't mind doing it again.
for this to follow tabletop D&D, it would not be able to be an MMO. certain concessions have to be made to successfully port it over to this format. it's just like a movie based on a novel. most of the time, the screenplay is stripped down and made to work in a way that the movie flows and makes sense. the writing of a novel is very different in that sense. a novel can be full of intricate detail that covers three pages but translating that over to a film, that might only take up 3-5 seconds of screen time. in an MMO, classes have to be balanced. in table top D&D, it's simply not. and the way that a DM can carry a game is just not the way an MMO works. table top D&D is virtually limitless. given enough time, the modules in this game are going to flesh out this world in ways that we can't even think of right now... because it hasn't happened yet. i mean, it's okay if people find that difficult to understand or to accept and they want the devs to hear out their opinions. but the game is what it is in its current form and it has been designed from the beginning to be expanded in many ways.
either you can understand that and accept it or i guess we might see you later.
i've responded to this opinion before but i don't mind doing it again.
for this to follow tabletop D&D, it would not be able to be an MMO. certain concessions have to be made to successfully port it over to this format. it's just like a movie based on a novel. most of the time, the screenplay is stripped down and made to work in a way that the movie flows and makes sense. the writing of a novel is very different in that sense. a novel can be full of intricate detail that covers three pages but translating that over to a film, that might only take up 3-5 seconds of screen time. in an MMO, classes have to be balanced. in table top D&D, it's simply not. and the way that a DM can carry a game is just not the way an MMO works. table top D&D is virtually limitless. given enough time, the modules in this game are going to flesh out this world in ways that we can't even think of right now... because it hasn't happened yet. i mean, it's okay if people find that difficult to understand or to accept and they want the devs to hear out their opinions. but the game is what it is in its current form and it has been designed from the beginning to be expanded in many ways.
either you can understand that and accept it or i guess we might see you later.
You're right, sort of. It couldn't be this action MMO. They could make a closer version with a turn-based MMO, as it would be more similar to the source material.
Of course, no matter what you do, you can't simulate the full D&D experience in any MMO, as the interactivity and flexibility a DM provides can not be duplicated with practicality in that medium.
That just has different meanings to different people, and some people have an unrealistic expectation of what this (or any other) MMO should offer them.
People miss Neverwinter Nights? Okay, that's fine, but don't expect every other game to be a NWN rehash.
There is no perfect beast.
The game is not about what you or I want as individuals.
They have to try and make a game that they think a lot of people will like. If that means that some people disagree then so be it. Can't please everyone.
Is there room for improvement? Absolutely.
But any suggestions to improve the game are only useful if they actually try to improve this game, not just a suggestion that they make an all-new game.
Because even if they made an entirely new game, even if they brought you (or me) on board as a special advisor to make sure that the game had this feature or that, when all was said and done, someone would still come along and complain about it.
I don't mind repeating myself since this same exact almost word for word topic is now an almost daily occurrence. :rolleyes:
I just find it hilarious at the so called "purist" complaints. The D&D license has been ***** out since inception. Any doubts of this look at the D&D cartoon, the D&D action figures,The D&D arcade game,the horrible D&D movies.
D&D is like Star Trek it's hit or miss...also D&D is just many versions of arbitrary rules, with a vague description of many worlds from tech based to magic based. There is no one true unifying thing that says D&D or Forgotten Realms.
Basically D&D like, heaven, Hell and Linn Karters bedroom is what you imagine it to be.
In terms of the atmosphere and lore, of course it's a D&D game.
In terms of classes sticking to 4e descriptions, it's a D&D game.
In terms of build system, it isn't a D&D game.
In terms of not being turn-based it isn't a D&D game.
Swings and roundabouts.
My ideal D&D videogame would be a multiplayer version of Temple of Elemental Evil, with it's intricate turn-based representation of 3.5. (But of course bug-free, as ToEE sadly wasn't.)
Multiplayer turn-based D&D - what a concept!
Anyway, as I always say, whatever the hell this game is, it's certainly a lot of fun exactly as it stands.
In terms of the atmosphere and lore, of course it's a D&D game.
In terms of classes sticking to 4e descriptions, it's a D&D game.
In terms of build system, it isn't a D&D game.
In terms of not being turn-based it isn't a D&D game.
Swings and roundabouts.
My ideal D&D videogame would be a multiplayer version of Temple of Elemental Evil, with it's intricate turn-based representation of 3.5. (But of course bug-free, as ToEE sadly wasn't.)
Multiplayer turn-based D&D - what a concept!
Anyway, as I always say, whatever the hell this game is, it's certainly a lot of fun exactly as it stands.
This is a very poignant post...and it lends to my next thought on the subject.
To some people this isn't D&D, to some it is very much D&D why is one opinion more valid than the other? D&D is what you make it and where you find it.
That concessions need to be made in translating this to an MMO is absolutely understandable.
My chief complaint is about the classes. Thieves are not very thief like. They are more like fighters in light armour. The main point of their existence seems to be to be the single target DPSer. The Thief class as a number of abilities that could be brought to bear in this game and give them more purpose. Mages have a number of utility spells at their disposal, none of which are visible here. Why not open up the spell book and include those non-damage spells? Clerics have no point in being here. They are supposed to be the messengers of the gods. Not in evidence here. Just rename the class to Undersupplied Medic. I don't see where any of those things would make this any less of an MMO.
Yes, the classes do need to be balanced, against the content. Balancing them against each just removes the individuality of the classes. I realize this is an action based game, and I do enjoy that interpretation, hence why I am still here. However that does not mean that the game needs to be go go go all the time. If you look at the successful dungeoneering groups, they stop from time to time and communicate. Adding in a stop or two so classes can fulfill their roles certainly won't harm anyone.
Bring in locks that need to be picked(or Knocked), traps that do damage, points where the cleric needs to show devotion to their deity, spells that work for the party while the fire and ice recharge, things that require the feats of strength that a fighter can provide. There are many things that can make the classes interesting to play that won't make this any less of an MMO.
Bring in locks that need to be picked(or Knocked), traps that do damage, points where the cleric needs to show devotion to their deity, spells that work for the party while the fire and ice recharge, things that require the feats of strength that a fighter can provide. There are many things that can make the classes interesting to play that won't make this any less of an MMO.
A Thousand times THIS^^^ I simply can't understand having these very cool trap and trap disarm features and then providing traps that are laughable so much so that people walk right over them. Make traps random and deadly and give non-thief's a major save against disarming one even with a kit...boom instant dynamic game play.
This game is first and foremost an action combat game followed then by a gambling game and it is wrapped in the DnD franchise. The DnD elements are so abysmally watered down or twisted that they are hard to make out but they do appear at times.
In time perhaps and even with the new module we will see actual DnD immersion and true variance in class abilities but I do not see that happening very soon at all if it does.
Like all MMOs and especially the F2P model MMOs they are ruled by marketing and $$ with actual art, content and design being just what wraps up the marketing and cash making systems to appear like something else.
The most authentic DnD experience has the potential of coming from Foundry content but as of now Foundry creation is crippled with no ability to place rewards or specify rewards. If the community were given the full range of options in Foundry to even create an entire zones we would then see some very creative non linear content that matched DnD. As it stands though the core content is coming from one stream and it is highly controlled by how much money it makes if not completely owned by it.
I personally play the game for its action combat system which is amazing. However there is almost 0 incentive to play outside of certain dungeon windows unless you pvp so the game is seriously lacking in long standing appeal.
Comments
Awhile back, one of the moderators already confirmed this is not a DnD game.......
Nice try but this is a D&D game. Alot of the stuff talked about is from older versions of D&D, I don't know much about 4e.
Mods are volunteer personnel, not devs or staff. Their "confirmation" is merely opinion and reflects neither the position nor the intent of PWE/Cryptic or WotC as to the direction of development of Neverwinter relative to the Dungeons and Dragons franchise in general.
Summary: That a mod said they may not think it's D&D doesn't mean that it isn't, as they don't speak for the company.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
Many people have different ideas on how a Neverwinter MMO should be, for some it's the story, for others it's the graphics, for others it's the pvp, for others it's the dungeons, etc...
To be honest, I didn't expect an MMO to have the same level of complexity and I don't feel like this game is blasphemy, but I agree with a lot of the points you are making. I don't hate the game, but by the Gods, did I want it to be more that just stabbing mobs in the head. I really hope it will get more complex as time goes by.
I hope they can change it sometime.
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To be fair, that would hardly work in an action game. By the time you set everything up right. Some wizard would just run in and nuke the whole room. Of course, the same thing could be done as easily in NWN.
And even NWN had its share of action'itus. One only needed to play a Shadow Dancer Rogue and all the planning and tactics in the world suddenly became meaningless as you crit stabbed and stealthed, at will, with nary a worry. In many ways the 3.5 Shadow Dancer was far more over powered then the rogue here could ever be.
NW isnt perfect, its not as much a thinking game as NWN, but for an action take on D&D it seems to do well. At least by my own standards.
Only the very first NPC and some foundry NPC's actually have multiple reaction options, which is very dissapointing when you compare it to Neverwinter Nights.
Right now you can just click through everything without reading a single thing, and you won't have missed much, since the story (not the lore) is average at best.
Fortunately MMOs fill a different need for me. Ive always liked Cryptic games. They tend to be shallow, but fun to play, casual, and easy to get into. So, even if my perfect single player RPG comes out (Witcher 3 nao? please!) I still see myself playing here for some time to come. And hey, its Forgotten realms, that alone is worth bonus points
Even in it the pnp medium D&D has had many different forms of varying detail and complexity, from it's original conception to various editions of D&D labelled as Basic or Advanced to those with no particular designation at all, many of these editions being vastly different one from the other, but all still being D&D in their own way.
At one time D&D was very simple, much simpler than the version offered in this game, and players still recognized it for what it was. I think, over time, people have forgotten the scope of game styles D&D has covered.
Maybe this isn't D&D for some people. That's fine. I would venture to guess that most D&D players aren't into every single campaign and setting. However, that doesn't negate the game being D&D to me. Although Cryptic needs to get off their butt and put some more classes out pronto. *rabble* *rabble* !!!1!11!!eleventyone!!!k11!
Well, I can't really say I've kept all that much track of things after the shift from TSR to WotC. I did pick up 3.5 and gave it a look through, but what I saw as needless minutia cluttering up the game turned me off me it right quick. I looked through the PHB for 4, and decided it had strayed too far from the original to appeal to me as a pnp D&D game.
For me, and those I play with, less is more when it comes to pnp RPGs. We have way more fun individualizing characters using the constraints of our imaginations than going through endless allocations of various points here and there in various paths and whatnot, or flaws and perks, or who knows what else common to more modern RPGs.
Never did we have two Fighters even close to being the same in our groups in AD&D 1st Ed., even though Fighters were all very much mechanically virtually identical in that edition.
for this to follow tabletop D&D, it would not be able to be an MMO. certain concessions have to be made to successfully port it over to this format. it's just like a movie based on a novel. most of the time, the screenplay is stripped down and made to work in a way that the movie flows and makes sense. the writing of a novel is very different in that sense. a novel can be full of intricate detail that covers three pages but translating that over to a film, that might only take up 3-5 seconds of screen time. in an MMO, classes have to be balanced. in table top D&D, it's simply not. and the way that a DM can carry a game is just not the way an MMO works. table top D&D is virtually limitless. given enough time, the modules in this game are going to flesh out this world in ways that we can't even think of right now... because it hasn't happened yet. i mean, it's okay if people find that difficult to understand or to accept and they want the devs to hear out their opinions. but the game is what it is in its current form and it has been designed from the beginning to be expanded in many ways.
either you can understand that and accept it or i guess we might see you later.
You're right, sort of. It couldn't be this action MMO. They could make a closer version with a turn-based MMO, as it would be more similar to the source material.
Of course, no matter what you do, you can't simulate the full D&D experience in any MMO, as the interactivity and flexibility a DM provides can not be duplicated with practicality in that medium.
That just has different meanings to different people, and some people have an unrealistic expectation of what this (or any other) MMO should offer them.
People miss Neverwinter Nights? Okay, that's fine, but don't expect every other game to be a NWN rehash.
There is no perfect beast.
The game is not about what you or I want as individuals.
They have to try and make a game that they think a lot of people will like. If that means that some people disagree then so be it. Can't please everyone.
Is there room for improvement? Absolutely.
But any suggestions to improve the game are only useful if they actually try to improve this game, not just a suggestion that they make an all-new game.
Because even if they made an entirely new game, even if they brought you (or me) on board as a special advisor to make sure that the game had this feature or that, when all was said and done, someone would still come along and complain about it.
I just find it hilarious at the so called "purist" complaints. The D&D license has been ***** out since inception. Any doubts of this look at the D&D cartoon, the D&D action figures,The D&D arcade game,the horrible D&D movies.
D&D is like Star Trek it's hit or miss...also D&D is just many versions of arbitrary rules, with a vague description of many worlds from tech based to magic based. There is no one true unifying thing that says D&D or Forgotten Realms.
Basically D&D like, heaven, Hell and Linn Karters bedroom is what you imagine it to be.
In terms of classes sticking to 4e descriptions, it's a D&D game.
In terms of build system, it isn't a D&D game.
In terms of not being turn-based it isn't a D&D game.
Swings and roundabouts.
My ideal D&D videogame would be a multiplayer version of Temple of Elemental Evil, with it's intricate turn-based representation of 3.5. (But of course bug-free, as ToEE sadly wasn't.)
Multiplayer turn-based D&D - what a concept!
Anyway, as I always say, whatever the hell this game is, it's certainly a lot of fun exactly as it stands.
This is a very poignant post...and it lends to my next thought on the subject.
To some people this isn't D&D, to some it is very much D&D why is one opinion more valid than the other? D&D is what you make it and where you find it.
My chief complaint is about the classes. Thieves are not very thief like. They are more like fighters in light armour. The main point of their existence seems to be to be the single target DPSer. The Thief class as a number of abilities that could be brought to bear in this game and give them more purpose. Mages have a number of utility spells at their disposal, none of which are visible here. Why not open up the spell book and include those non-damage spells? Clerics have no point in being here. They are supposed to be the messengers of the gods. Not in evidence here. Just rename the class to Undersupplied Medic. I don't see where any of those things would make this any less of an MMO.
Yes, the classes do need to be balanced, against the content. Balancing them against each just removes the individuality of the classes. I realize this is an action based game, and I do enjoy that interpretation, hence why I am still here. However that does not mean that the game needs to be go go go all the time. If you look at the successful dungeoneering groups, they stop from time to time and communicate. Adding in a stop or two so classes can fulfill their roles certainly won't harm anyone.
Bring in locks that need to be picked(or Knocked), traps that do damage, points where the cleric needs to show devotion to their deity, spells that work for the party while the fire and ice recharge, things that require the feats of strength that a fighter can provide. There are many things that can make the classes interesting to play that won't make this any less of an MMO.
A Thousand times THIS^^^ I simply can't understand having these very cool trap and trap disarm features and then providing traps that are laughable so much so that people walk right over them. Make traps random and deadly and give non-thief's a major save against disarming one even with a kit...boom instant dynamic game play.
In time perhaps and even with the new module we will see actual DnD immersion and true variance in class abilities but I do not see that happening very soon at all if it does.
Like all MMOs and especially the F2P model MMOs they are ruled by marketing and $$ with actual art, content and design being just what wraps up the marketing and cash making systems to appear like something else.
The most authentic DnD experience has the potential of coming from Foundry content but as of now Foundry creation is crippled with no ability to place rewards or specify rewards. If the community were given the full range of options in Foundry to even create an entire zones we would then see some very creative non linear content that matched DnD. As it stands though the core content is coming from one stream and it is highly controlled by how much money it makes if not completely owned by it.
I personally play the game for its action combat system which is amazing. However there is almost 0 incentive to play outside of certain dungeon windows unless you pvp so the game is seriously lacking in long standing appeal.