Eventually a newer player may try it though. I don't remember any examples of losing aggro in dungeons before. In the past, I could run from the 2nd boss to the last door in Gray Wolf Den and be chased by every mob I aggroed. Or I could run to the end in the Dread Spire and have to fight every mob I aggroed along the way…
The same thing happens in leveling dungeons. The mob aggro is basically just like, or almost like, normal zone mob aggro. I don't care if it makes it easier for me or other people. Mobs in dungeons and lairs should not lose aggro no matter how far we run from them. That's part of what makes dungeons more difficult. Wanting…
So you don't think they intended to change the way mob aggro works in dungeons and mini-dungeons/lairs? Anyway, they need to change it back to how it was.
Neverwinter's action combat is good, I'll give them that. It is the most fun out of any of the other mmorpgs that claim to have good action combat. And it has a good variety of different zones and mobs while leveling 1-60. Imo, it has the best design of any mmorpg I've played in those respects. Only Black Desert Online has…
The way classes currently work in this game, we might as well just have three classes: Paladin, Cleric, and Great Weapon Fighter. Actually, the way classes work in most mmorpgs, they all might as well just have three classes, Tank, Healer, and DPS, or Defender, Healer, and Slayer. Though I suppose some games might also…
I wasn't accepting that person's negative view as the truth. I simply stated how I would feel if that's person's view was the truth. Thank you for the additional information, I appreciate it. Btw, I think class balancing would be so much easier if non-combat skills became an important part of this game. Originally, D&D…
Without being a rogue and without having the Open Locks skill? Sure, anyone can try to pick a lock with lockpicks, but it's a skill that requires some practice in order to it well and in a short amount of time.
Of course, such a change would require more money invested into the game. A greater number of skilled designers and programmers would be needed, They have the money and the people, they're just using it and them to work on Magic: The Gathering instead of Neverwinter.
If that's the case, they just should just plainly say that they are not developing any new classes and will never develop any new classes. And all they really want Dungeons & Dragons Neverwinter to be is World of Warcraft with action combat, campaigns, and refining. Refining. Yay. Cool. I won't be spending any more money…
That's really sad. Tanks, healers, and dps as class distinctions were born from mmorpgs such as Everquest. Pencil & Paper/Tabletop RPGs did not originally use classes that way. Tank, healer, and dps are only needed to make different classes useful and necessary in a game or mmorpg that focuses mainly on combat.* It's…
I just went fishing in the Sea of Moving Ice for the first time in a while. The fishing mini-game they designed for this game is actually pretty cool. Everquest 2 has a mini-game for crafting. You have to get good at it in order to craft successfully. And the better you become at it, the better stuff you can make. Also,…
Different types of damage would become important if Neverwinter implemented mobs with strengths and weaknesses. Something which tabletop D&D, many pencil & paper, and single player console and computer rpgs employ. I believe Dungeons & Dragons Online uses this as well. Different types of weapons, spells, and powers can be…
Or you could have rare items that give a character a lower chance to do something another class can do, like a ring that gives a low chance to pick locks. Though if a rogue had that ring, it would increase his or her chance to pick locks. Here's an example of such a ring that can actually be found in tabletop D&D -…
Tabletop rpgs are only so different from mmorpgs because of the way most mmorpgs have been designed since Everquest (1999), Everequest 2 (2004), and World of Warcraft (2004). Progression is not so much the focus in tabletop rpgs unless that is the focus determined by the GM/DM and the players. After all, characters can die…
I'm not saying that Neverwinter should use fatigue. Many other things that Neverwinter is lacking would need to be implemented before I would even consider it for this game. Anyway, it all depends on how things are implemented. Eating and drinking in a game may be as simple as carrying around food and water that are…
Well, I totally skipped fishing in the Sea of Moving Ice. For me, it was always optional. But, yes, I agree. If I want to need to fish everyday in a game, I will play a fishing game. But that doesn't mean an mmorpg can't give us the choice to be a fisherman (fishing profession) or to have a fishing skill.
This game has fairly slow income generation already. Where do all these Astral Diamonds come from anyway? And why do animals and non-sentient creatures carry around equipment and copper pieces? Everything has to revolve around acquiring BIS gear because that is all most mmorpgs are about. Becoming more powerful so you can…
Though I'm old enough to have played Ultima Online, I didn't start playing mmorpgs until 2009. Even though some of my friends and people I knew started playing much earlier, I didn't want to back then. Anyway, I do definitely want there to be more sandbox mmorpgs available to play similar to Ultima. If I was designing a…
It's not about making every single choice imaginable for your character. Obviously, toilet time can be assumed. That's a private thing, so you won't find many novels, tv shows, or movies spending any great deal of time focusing on that particular activity unless they're aimed at immature or perverted audiences.