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Neverwinter: Cryptic's Dark Horse Rising

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  • LordOfPitLordOfPit Member UncommonPosts: 86

    I was pretty sure I wouldn't give NWN another look since I'd at least have to buy a game-box, but launching it entirely free is probably going to get me to at least give it a look-see since I already figured GW2 is probably going to end on my shopping list. :)

    Cryptics' CoH/V was my first MMO and to be honest I still consider it the most entertaining of their titles.

  • laxika91laxika91 Member Posts: 50

    I'm a huge fan of DnD, and this was pretty cool until I saw that ninja rouge moves at 1:55. Looks pretty promising.

  • McGamerMcGamer Member UncommonPosts: 1,073

    This is CS we are talking about here. They never listen to their beta testers or their fans so why would they start now after two failed IP's in a row? I am definitely not holding my breath on this one. Because as usual all they have to show is eye-candy and nothing to back it up.

  • stealthbrstealthbr Member UncommonPosts: 1,054

    How close will this game be to Dungeons & Dragons? Will there be multiclassing, feats, skills, skill checks, saves, attributes, allignments, divinities, dice rolling, dungeon masters, etc.?

  • allegriaallegria Member CommonPosts: 682

    You know, this sounds great but what is going to differentiate it from everything else ? Given recent MMO history I am certainly not expecting much more than:

    A themepark linear leveling experience, with some D&D lipstick.

    They already stated No multiclassing at launch . . . . 

    Limited classes and options, see point 2

    The foundry will make or break this one...

     

  • godzilr1godzilr1 Member UncommonPosts: 550

    i'll keep an eye on it but the limited classes really bother me.  unfortunately as i alway love playing the anti-paladin class i'm sure there will be no Black guard and so i will not be playing the game

  • BeansnBreadBeansnBread Member EpicPosts: 7,254

    I'm just wondering when rogues started teleporting in D&D. I haven't actually busted open a rulebook since 3.5, but I'm prett sure rogues don't teleport behind people.

  • ZylaxxZylaxx Member Posts: 2,574

    Wow I am simply amazed at the graphics, the art style and the combat.  Not to get off on a tangent but this is what that soon to be released action MMO should of looked like IMO.  On top of that it doesnt have the self-rooting on ability use like that other action MMO soon to be released. 

     

    It has some problems like heavily instanced and zoning but alot of what we know so far looks and sounds amazing.  Especially the foundry kit, being able to customize an adventure for a group of friends will be hella innovative and cool. 

     

    I shall keep my eyes firmly on this project because it could possibly turn alot of heads.  Consider me *sold* as of this post. 

    Everything you need to know about Elder Scrolls Online

    Playing: GW2
    Waiting on: TESO
    Next Flop: Planetside 2
    Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.

    image

  • gaeanprayergaeanprayer Member UncommonPosts: 2,341

    Originally posted by colddog04

    I'm just wondering when rogues started teleporting in D&D. I haven't actually busted open a rulebook since 3.5, but I'm prett sure rogues don't teleport behind people.

    They do. A lot has changed in 4e. Basically everyone is on a spell system now (called "Powers" cuz of that whole spellplague thing, iirc) including meleers, so it's not just mages/clerics that have spell slots now. Meleer "spell slots" are of course flavoured for their class, and what you're looking at in the video is probably a graphical representation of any number of Rogue skills that now allow them to slip in and out of stealth instantaneously and reposition themselves on the "board" (4e is very strategic, it literally looks like a Tactics-style game, with everything now positioned through "squares" instead of actual inch/feet calculations).

    Edit - even found one for ya: Level 3 Rogue Encounter Exploit - Bait and Switch: 2*Weapon + dex, switch places with enemy and shift 1 square.

    "Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."

  • shantidevashantideva Member UncommonPosts: 186

    Khelben Blackstaff deems this a castle of sand, let ye not be fooled by a shimmering herring for this fish smells of sauhagin armpit.

    "Train by day, Joe Rogan podcast by night, all day!"

  • VirgoThreeVirgoThree Member UncommonPosts: 1,198

    Originally posted by colddog04

    I'm just wondering when rogues started teleporting in D&D. I haven't actually busted open a rulebook since 3.5, but I'm prett sure rogues don't teleport behind people.


     

    I'm thinking it might be the level 15 Daily Exploit "Bloody Path" the books description is "You dash across the battlefield, leaving bewildered and bleeding enemies in your wake." That's the closest power I can think of from the core book, but it might be in martial power not sure. But anyways in 4th ed all classes can do some pretty spectacular stuff eventually.

  • BeansnBreadBeansnBread Member EpicPosts: 7,254

    Originally posted by gaeanprayer

    Originally posted by colddog04

    I'm just wondering when rogues started teleporting in D&D. I haven't actually busted open a rulebook since 3.5, but I'm prett sure rogues don't teleport behind people.

    They do. A lot has changed in 4e. Basically everyone is on a spell system now (called "Powers" cuz of that whole spellplague thing, iirc) including meleers, so it's not just mages/clerics that have spell slots now. Meleer "spell slots" are of course flavoured for their class, and what you're looking at in the video is probably a graphical representation of any number of Rogue skills that now allow them to slip in and out of stealth instantaneously and reposition themselves on the "board" (4e is very strategic, it literally looks like a Tactics-style game, with everything now positioned through "squares" instead of actual inch/feet calculations).

    Mind is blown.

     

    So there is a more Warhammer table-top aspect to combat now? Sounds interesting. I'll bet there's been a lot of blowback against it. But I think it sounds like a cool idea. Maybe a little over-staged compared to what I'm used to.

  • ropeniceropenice Member UncommonPosts: 588

    Originally posted by Nevulus

    4th edition grew on me BIG TIME. There is a nice balance in classes I find comforting. My PnP group learned to luv it as well. We were tired of the constant book-buying of 3rd edition, and that edition just got out of hand real fast, hence why WoTC went from 3.0 to 3.5, but it didnt help much. The exploits were too large.

    Look at 3rd edition, it was all powergamers, everyone ended up being a Barbarian/monk.

    Look at 2nd edition, everyone was dual wielding warriors eating up THAC0 like it was nothing.

    Strange, never heard of dnd (or any pnp rpg) being about balance, min/max or powergaming-those are video game terms. PnP RPG's are (or at least were) about Characters (playing their personalities, as well as abilities, skills, etc.), using your own creativity to come up with tactics (not just combat, but role-playing decisions). As long as you played smart, you could be pretty much any-class, or any build, and succeed based on play and decisions. We even ran campaigns with purposely gimped/flawed characters just for the challenge and role-play posibilities. That's what was so good about the older systems is that you had a lot of freedom to create characters, not having a ruleset more based for a video game that a pnp game

    On the other hand it does seem to be a good system to translate into an action based videogame, so it should be fun-especially with the foundry. No videogame can really translate pnp and real rpg into game mechanics, so going with one that is already based on 4th addition that was created to appeal to video game audience more makes sense.

  • ZylaxxZylaxx Member Posts: 2,574

    Originally posted by MikeB

    Not Bill, but I know that a lot of D&D folks aren't so hot on 4th edition, and a lot of it has to do with (from what I understand) how MMO-like it is. That may suck for P&P but obviously works great for an MMO if the ruleset is already similar.










     

    Exactly this MikeB.  I detested 4.0 for P&P but for an MMO, which the system is designed beautifully for I can't be more impressed.  AD&D 2.5 will always be my favorite for P&P but it would translate horribly to an MMO.  Two different beasts.  As an avid Dungeon and Dragon fan since I played my first Campaign back in 1983: Ravenloft, I cant help but feel a bit nostalgic anytime someone creates an AD&D game, whether it be a SRPG or MMO.

     

    I am just so stoked right now that its killing me to play lol.  This year will be an amazing time for MMO gamers becasue for once in the last 6+ years we are getting AAA MMO's that are not classic WoW clones.

    Everything you need to know about Elder Scrolls Online

    Playing: GW2
    Waiting on: TESO
    Next Flop: Planetside 2
    Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.

    image

  • VirgoThreeVirgoThree Member UncommonPosts: 1,198

    Originally posted by ropenice

    Originally posted by Nevulus

    4th edition grew on me BIG TIME. There is a nice balance in classes I find comforting. My PnP group learned to luv it as well. We were tired of the constant book-buying of 3rd edition, and that edition just got out of hand real fast, hence why WoTC went from 3.0 to 3.5, but it didnt help much. The exploits were too large.

    Look at 3rd edition, it was all powergamers, everyone ended up being a Barbarian/monk.

    Look at 2nd edition, everyone was dual wielding warriors eating up THAC0 like it was nothing.

    Strange, never heard of dnd (or any pnp rpg) being about balance, min/max or powergaming-those are video game terms. PnP RPG's are (or at least were) about Characters (playing their personalities, as well as abilities, skills, etc.), using your own creativity to come up with tactics (not just combat, but role-playing decisions). As long as you played smart, you could be pretty much any-class, or any build, and succeed based on play and decisions. We even ran campaigns with purposely gimped/flawed characters just for the challenge and role-play posibilities. That's what was so good about the older systems is that you had a lot of freedom to create characters, not having a ruleset more based for a video game that a pnp game

    On the other hand it does seem to be a good system to translate into an action based videogame, so it should be fun-especially with the foundry. No videogame can really translate pnp and real rpg into game mechanics, so going with one that is already based on 4th addition that was created to appeal to video game audience more makes sense.

    I think what he is getting at is it's no fun playing with a character that isn't optimized in the older editions, especially in a group with optimized or min/maxed characters. Combat just becomes a bore because your sub-optimal character has very little impact on the situation what so ever, and you're really there just to see your heroic min/maxed friend take all the glory all the time. I've only ever used the term min/maxed or heard it in my gaming circles when in relation to pnp like Dungeons and Dragons, so I guess it's just difference in gaming communities.

  • ZylaxxZylaxx Member Posts: 2,574

    Originally posted by Nevulus

    Originally posted by itgrowls




    Originally posted by khelbon



    Looks pretty damn good. I do kinda hate that most companies who make a D and D game always seem to wanna set them in the Forgotten Realm. I would LOVE to see one set in the Dragonlance realm! Or maybe even one of the other realms they have that are awsome.

    But gimme a Dragonlance realm setting and I am all over it!






     

    I would so love that too i liked the Dragonlance realm so much better.

    Dragonlance or Dark Sun would be my picks. Dark Sun especially was such a different and satisfying take on the genre.

     

    Who remembers: 

    ME ME ME.  :)

    Everything you need to know about Elder Scrolls Online

    Playing: GW2
    Waiting on: TESO
    Next Flop: Planetside 2
    Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.

    image

  • ropeniceropenice Member UncommonPosts: 588

    Originally posted by stealthbr

    How close will this game be to Dungeons & Dragons? Will there be multiclassing, feats, skills, skill checks, saves, attributes, allignments, divinities, dice rolling, dungeon masters, etc.?

    It's 4th addition which is heavily influenced by video game mechanics, so will not have a lot of the traditional DnD mechanics-like multi-classing. DDO does a good job of using the older ruleset-has multiclassing, feats, skills w/ difficulty checks, saves, attrib, alighnments (but not evil), dice rolls (you even see the 20 sided roll on side of screen), etc. It has it's flaws, but fun to me, especially once you get past lev 5, as many of the earlier quests are kind of meh, but get much better the higher you get. They've added a ton of content in last year since f2p.

    As for the complaints on DnD based games being zoned and instanced limiting to 5 players (whether DDO or NW)-it really fits the IP. DnD was always about a small group and a DM (which the Foundry kind of supplies). Well crafted dungeons and a small group just fit it better than a huge zone/world with 100's of people running around killing random monsters.

  • gaeanprayergaeanprayer Member UncommonPosts: 2,341

    Originally posted by colddog04

    Originally posted by gaeanprayer


    Originally posted by colddog04

    I'm just wondering when rogues started teleporting in D&D. I haven't actually busted open a rulebook since 3.5, but I'm prett sure rogues don't teleport behind people.

    They do. A lot has changed in 4e. Basically everyone is on a spell system now (called "Powers" cuz of that whole spellplague thing, iirc) including meleers, so it's not just mages/clerics that have spell slots now. Meleer "spell slots" are of course flavoured for their class, and what you're looking at in the video is probably a graphical representation of any number of Rogue skills that now allow them to slip in and out of stealth instantaneously and reposition themselves on the "board" (4e is very strategic, it literally looks like a Tactics-style game, with everything now positioned through "squares" instead of actual inch/feet calculations).

    Mind is blown.

     

    So there is a more Warhammer table-top aspect to combat now? Sounds interesting. I'll bet there's been a lot of blowback against it. But I think it sounds like a cool idea. Maybe a little over-staged compared to what I'm used to.

    There was a lot of blowback, yeah. Wizards of the Coast is actually already doing open play testing sessions of D&D 5.0 (otherwise known as Dungeons & Dragons: Next) because sales of 4.0 plummeted, most people favor 3.5 and Pathfinder. Personally I like 4e, but I understand why people were put off. However, the reason they were put off is precisely why the system is perfect for a video game, because that's what it feels like. The focus is far more on combat than prior systems, keeping people moving and using strategy during battle, swarming party members with "minions" (a new form of critter introduced in 4e I believe, they all have just 1 hp allowing you as a DM to throw your players into an army of things and not have to claculate hp values), etc. It has an entirely different feel from classic DnD, and I think it was a move that was too sudden and jarring for others.

    However, the tactical gameplay, the variety of skills for all classes and at-will powers (powers that can be cast infinitely, ranging from spells and heals for casters to attack/buff skills for meleers), and the "roles" that were introduced (Leader, striker, controller, defender) are extremely well-suited for a more interactive style like a video game. That's why you're seeing, in the video, everything is so action-packed and pumped up. That's not Cryptic, that's Wizards of the Coast.

    "Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."

  • ropeniceropenice Member UncommonPosts: 588

    Originally posted by Zylaxx

    Originally posted by Nevulus


    Originally posted by itgrowls




    Originally posted by khelbon



    Looks pretty damn good. I do kinda hate that most companies who make a D and D game always seem to wanna set them in the Forgotten Realm. I would LOVE to see one set in the Dragonlance realm! Or maybe even one of the other realms they have that are awsome.

    But gimme a Dragonlance realm setting and I am all over it!






     

    I would so love that too i liked the Dragonlance realm so much better.

    Dragonlance or Dark Sun would be my picks. Dark Sun especially was such a different and satisfying take on the genre.

     

    Who remembers: 

    ME ME ME.  :)

    I read the books but never played the PnP version, though i did play DragonLance (but that would be tough to do well in mmo as too stry driven. I would love them to go back to the old-school Greyhawk rules and setting. Would be perfect, as they could have a huge open world with exploring, crafting, etc for those that want sandbox elements (the map was huge) and you could still have instanced dungeons/adventures all over as well.

  • VirgoThreeVirgoThree Member UncommonPosts: 1,198

    Originally posted by ropenice

    Originally posted by stealthbr

    How close will this game be to Dungeons & Dragons? Will there be multiclassing, feats, skills, skill checks, saves, attributes, allignments, divinities, dice rolling, dungeon masters, etc.?

    It's 4th addition which is heavily influenced by video game mechanics, so will not have a lot of the traditional DnD mechanics-like multi-classing. DDO does a good job of using the older ruleset-has multiclassing, feats, skills w/ difficulty checks, saves, attrib, alighnments (but not evil), dice rolls (you even see the 20 sided roll on side of screen), etc. It has it's flaws, but fun to me, especially once you get past lev 5, as many of the earlier quests are kind of meh, but get much better the higher you get. They've added a ton of content in last year since f2p.

    As for the complaints on DnD based games being zoned and instanced limiting to 5 players (whether DDO or NW)-it really fits the IP. DnD was always about a small group and a DM (which the Foundry kind of supplies). Well crafted dungeons and a small group just fit it better than a huge zone/world with 100's of people running around killing random monsters.

    Just want to clear up a misconception with 4th ed rules. Multi-classing is still present in the form of multi class feats. You swap out your class powers and gain class features/powers/feat eligibility from other classes. In addition you can choose to either completely take on the other class at paragon level or one of it's paragon classes.

    So a level 10 Fighter multi-classed in cleric can decide to pursue "Cleric" as the paragon class instead of a Fighter PClass or Cleric PClass. It's just a bit different, and as to whether this will be in neverwinter all I can say is I hope so.

    Also Players Handbook 3 introduced hybrid classes. You pick two classes from level 1 and you are a even split between those two classes. So a Druid / Barbarian will progress evenly between the two as you level. On top of this you can multi-class hybrid classes for extra flavor.

  • MephsterMephster Member Posts: 1,188

    Cryptic can actually put themselves back on the map again if this turns out to be good. Come on Cryptic do not screw this up!

    Grim Dawn, the next great action rpg!

    http://www.grimdawn.com/

  • ropeniceropenice Member UncommonPosts: 588

    Originally posted by VirgoThree

    Originally posted by ropenice


    Originally posted by Nevulus

    4th edition grew on me BIG TIME. There is a nice balance in classes I find comforting. My PnP group learned to luv it as well. We were tired of the constant book-buying of 3rd edition, and that edition just got out of hand real fast, hence why WoTC went from 3.0 to 3.5, but it didnt help much. The exploits were too large.

    Look at 3rd edition, it was all powergamers, everyone ended up being a Barbarian/monk.

    Look at 2nd edition, everyone was dual wielding warriors eating up THAC0 like it was nothing.

    Strange, never heard of dnd (or any pnp rpg) being about balance, min/max or powergaming-those are video game terms. PnP RPG's are (or at least were) about Characters (playing their personalities, as well as abilities, skills, etc.), using your own creativity to come up with tactics (not just combat, but role-playing decisions). As long as you played smart, you could be pretty much any-class, or any build, and succeed based on play and decisions. We even ran campaigns with purposely gimped/flawed characters just for the challenge and role-play posibilities. That's what was so good about the older systems is that you had a lot of freedom to create characters, not having a ruleset more based for a video game that a pnp game

    On the other hand it does seem to be a good system to translate into an action based videogame, so it should be fun-especially with the foundry. No videogame can really translate pnp and real rpg into game mechanics, so going with one that is already based on 4th addition that was created to appeal to video game audience more makes sense.

    I think what he is getting at is it's no fun playing with a character that isn't optimized in the older editions, especially in a group with optimized or min/maxed characters. Combat just becomes a bore because your sub-optimal character has very little impact on the situation what so ever, and you're really there just to see your heroic min/maxed friend take all the glory all the time. I've only ever used the term min/maxed or heard it in my gaming circles when in relation to pnp like Dungeons and Dragons, so I guess it's just difference in gaming communities.

    Hmmm, i guess every group has their own style of RP. I had a friend who always made the baddest warrior, maxed him up, but couldn't RP at all and never wound up doing anything but dealing damage and never developing in the story (and he'd end up getting hurt so bad, due to his play, that he wouldn't be effective half the time). I would take a basic rogue, with acrobatics or something, and he would become central to story and in combat because I would play him unpredictably or using creative tactics, not just depending on him doing max damage. They would get pissed at me for sneaking away from fights to grab some good loot without theit characters finding out. I don't know, I think the RP is the biggest reason to play PnP-for me.

    Had a wizard who only had summoning/illusion spell school-always saved the tough warriors butts with well-timed casting.

  • JakardJakard Member Posts: 415

    Clearly, I'm alone here but I am not impressed with what I've seen. Honestly? Doesn't look any better than DDO. But I'm sure I'm just being cynical.

  • ropeniceropenice Member UncommonPosts: 588

    Originally posted by VirgoThree

    Originally posted by ropenice


    Originally posted by stealthbr

    How close will this game be to Dungeons & Dragons? Will there be multiclassing, feats, skills, skill checks, saves, attributes, allignments, divinities, dice rolling, dungeon masters, etc.?

    It's 4th addition which is heavily influenced by video game mechanics, so will not have a lot of the traditional DnD mechanics-like multi-classing. DDO does a good job of using the older ruleset-has multiclassing, feats, skills w/ difficulty checks, saves, attrib, alighnments (but not evil), dice rolls (you even see the 20 sided roll on side of screen), etc. It has it's flaws, but fun to me, especially once you get past lev 5, as many of the earlier quests are kind of meh, but get much better the higher you get. They've added a ton of content in last year since f2p.

    As for the complaints on DnD based games being zoned and instanced limiting to 5 players (whether DDO or NW)-it really fits the IP. DnD was always about a small group and a DM (which the Foundry kind of supplies). Well crafted dungeons and a small group just fit it better than a huge zone/world with 100's of people running around killing random monsters.

    Just want to clear up a misconception with 4th ed rules. Multi-classing is still present in the form of multi class feats. You swap out your class powers and gain class features/powers/feat eligibility from other classes. In addition you can choose to either completely take on the other class at paragon level or one of it's paragon classes.

    So a level 10 Fighter multi-classed in cleric can decide to pursue "Cleric" as the paragon class instead of a Fighter PClass or Cleric PClass. It's just a bit different, and as to whether this will be in neverwinter all I can say is I hope so.

    Also Players Handbook 3 introduced hybrid classes. You pick two classes from level 1 and you are a even split between those two classes. So a Druid / Barbarian will progress evenly between the two as you level. On top of this you can multi-class hybrid classes for extra flavor.

    Thx for the explanation. I've only looked a little bit into 4th edition. I shouldn't have put that out there without knowing more. Since they said they wouldn't have it in game i didn't think it was in 4th edition. Sould like it is a combination of multi-classing and old dual-classing (where you could stop taking levels in you main class and learn a new class, but never advance again in original class)-which is cool. Seems like the classes might be a bit generic in NW without multiclasses. I wonder how much customization, hoe many choices you get creating a character.

  • ropeniceropenice Member UncommonPosts: 588

    Originally posted by gaeanprayer

    Originally posted by colddog04


    Originally posted by gaeanprayer


    Originally posted by colddog04

     

     

    There was a lot of blowback, yeah. Wizards of the Coast is actually already doing open play testing sessions of D&D 5.0 (otherwise known as Dungeons & Dragons: Next) because sales of 4.0 plummeted, most people favor 3.5 and Pathfinder. Personally I like 4e, but I understand why people were put off. However, the reason they were put off is precisely why the system is perfect for a video game, because that's what it feels like. The focus is far more on combat than prior systems, keeping people moving and using strategy during battle, swarming party members with "minions" (a new form of critter introduced in 4e I believe, they all have just 1 hp allowing you as a DM to throw your players into an army of things and not have to claculate hp values), etc. It has an entirely different feel from classic DnD, and I think it was a move that was too sudden and jarring for others.

    However, the tactical gameplay, the variety of skills for all classes and at-will powers (powers that can be cast infinitely, ranging from spells and heals for casters to attack/buff skills for meleers), and the "roles" that were introduced (Leader, striker, controller, defender) are extremely well-suited for a more interactive style like a video game. That's why you're seeing, in the video, everything is so action-packed and pumped up. That's not Cryptic, that's Wizards of the Coast.

    You might want to look into Conan PnP RPG if you like the tactical style. It is based on 3.5e but focuses and refines/expands the melee classes (as magic isn't all that prevalent in the Conan world-hardest caster classes you will ever play). It has a very developed feat system for melee, as well as tactical feats (group and individual), mounted combat, takes into account numbers of enemies, terrain, positioning, tec. Pretty fun, if you don't mind lack of much magic.

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