In the same boat as OP. I dont see how they can tweak the game to be more fun than it is right now for release. Some issues are beyond salvaging for me, since I wanted a DnD game and got a sort of hybrid game with mmo features and action-game mechanics plastered with a forgotten realms skin. Only thing preventing me from getting a refund right now is to see if the single player campaign has an interesting story.
I gave the OP a LOL, you know... because... the "cool down gripe"...
Let me ask, in PnP D&D, when your Cleric uses his spells, does your DM make you wait 24 hours of real time before you can use them again?
Of course the DM doesn't, they advance the time; roll an random encounter roll; and then they tell you... "You woke up the next morning, and your spells have replenished." That all took a few moments, and yet the gripe that your spells in a PC game have a cool down that is too short is plain and simply silly talk.
Honestly, there is not a single point you made I agree with. You do understand that there is some loss in the translation going from PnP to PC game, don;t you?
I have to agree with Bluddwolf here. There was nothing the OP said that, while I respect that it is his opinion, seemed to me to be an actual issue.
The stuff about playing with others, well, "that's life". Don't play with strangers, problem solved. Heck, if one needs to join a guild for this type of thing or start one then problem solved. that's not the game's fault.
Though, in the OP's defense, having a roll for rewards would be smart. Maybe the OP can post wherever the developers are taking feedback and mention that?
The bits about "domain" and the like seemed too picayune for me. To that point, Dungeons and Dragons online has it so that you have to rest at a shrine in order to gain back spells and the like. In truth I never, ever liked that system of "you have to wait 24 hours" and always altered that. It always seemed ridiculous to me.
I've said this before and will say it again, in one of my D&D rule books Gary Gygax says that these "rules" are only guidelines and that players/DM's can feel free to change/alter, add, throw out anything they like. I did that all the time as I found D&D games were too easily bogged down with numbers and dice for every little thing and that bogged down story telling.
Clearly the devs changed/added/removed/altered in order to make a game that could be played and be fun for players without bogging them down with details that don't really seem to add to a game play experience.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
With SO many streams and preview playtests around I am actually more surprised by those who found the game not what they thought it to be than anything else. The 2 hour playtest here on this site by Bill and the Hiveleader pretty much showed exactly what to expect. I for one really like the game after 6 hours of play. Though I knew what to expect going in and not what I wanted it to be. For a modern day NWN perhaps Shards Online would be more of what those wanted this to be? I for one will play both and each for different reasons.
That's the thing i find odd about most complaints, as it was obvious this was not NWN from the onset. The team seemed pretty adamant about showing that to be the case. Comparisons to NWN1-2 are just odd at this point. Most of these complaints seem to boil down to, "it's what they said it was going to be".."with some bugs". Well they seem to have nailed NWN2's release there.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
They have been completely transparent on the development of this game, stated what it is and what it is not. People are getting upset because they want something like NWN3 which is NOTHING like what the Devs wanted to make. They were trying to make an easy to get into, multipler D&D themed ARPG. The way the system is built, if you play with a group of friends, and the DM is willing to put in the work that is expected for any D&D game, you can create a very good D&D game.
The game is originally built as a moddable dungeon crawler. But really its up to the DM and the group to interact over voice chat for social situations, decide on loot distribution between themselves, stop when the DM says stop so he can go into story information for the group and to play it as a full 2-10 hour D&D session, not some quick dungeon crawl. All of which takes work and cooperation on everyones part. If you expecting it to be a fully automated D&D campaign your in the completely wrong place and have no done any research and read anything regarding this game.
The game is MENT to be played with an active DM and a party, it can be played without, but you arnt getting the experience your ment to have. The Devs have been listening and extremely good at communicating with the community that takes the time to read, research, and give positive feedback. The Devs have a huge list of features they will be adding to the game that the players have requested to make it more PnP feel but sadly could not get into the game before release.
I really just cant find any good points from the OP, as its either lack of research on your own part, things your disappointed with because it had to be that way for an active fluid flowing PC game, or something you expected because it was in Game A(NWN) but it wont be in Game B(SCL) even tho no one ever said it would and you people just keep expecting expecting and expecting without research.
I actually think the D1-D2 style of ninja looting is a big drawback. Anyone who played D2 knows how loot grabbing goes down and it's a real turnoff to multiplayer. The "only play with friends" mantra only goes so far, since playing with friends is highly situational (as in everyone being on at the same time and having the time to play when you do). Conversely, this game will hardly build up a solid multiplayer base if people only play with friends and if PUGs are reputed to be unfair.
It may be comforting to put a band-aid on it and say "only play with friends" is the solution, but it will be to the detriment of the game in the long run not to resolve loot issues.
For now, I'm giving this game a pass, but will see how the community develops after release and what changes come down the pike.
They have been completely transparent on the development of this game, stated what it is and what it is not.
Oh really?
PC Gamer: Is this viewed as a Baldur’s Gate spiritual successor by the team or Wizards of the Coast? To what extent are you conscious of that history in making Sword Coast Legends?
Tudge: We’re all huge fans of past D&D RPGs, including Baldur’s Gate and while we have certainly been inspired by it, I would not say we are a successor. Sword Coast Legends is its own evolution, one that hopefully earns a rightful place within that legacy.
They have been completely transparent on the development of this game, stated what it is and what it is not.
Oh really?
PC Gamer: Is this viewed as a Baldur’s Gate spiritual successor by the team or Wizards of the Coast? To what extent are you conscious of that history in making Sword Coast Legends?
Tudge: We’re all huge fans of past D&D RPGs, including Baldur’s Gate and while we have certainly been inspired by it, I would not say we are a successor. Sword Coast Legends is its own evolution, one that hopefully earns a rightful place within that legacy.
I'm not sure what your pointing out, that just proves my point? He said its influenced but not a successor of, and that it is its own evolution( its own thing ) that hopefully people like and is able to earn its own recognition.
Besides that, I do not consider reading media sites really doing any research, if you really wanted to know you would go to the games site and read information there. Media sites are generally behind on what they post and do not typically convey what the Devs are trying to get across very well.
They have been completely transparent on the development of this game, stated what it is and what it is not.
Oh really?
PC Gamer: Is this viewed as a Baldur’s Gate spiritual successor by the team or Wizards of the Coast? To what extent are you conscious of that history in making Sword Coast Legends?
Tudge: We’re all huge fans of past D&D RPGs, including Baldur’s Gate and while we have certainly been inspired by it, I would not say we are a successor. Sword Coast Legends is its own evolution, one that hopefully earns a rightful place within that legacy.
I guess so really, thanks for sharing the evidence ..
There is absolutely nothing inspired by that game in comparison to Baldur's Gate. Sword Coast Legends is Diablo with D&D theme. And a poorly done Diablo (read unfinished) at that. The fact that you think that it could shows you don't even understand what it is that people have issue with.
I guess so really, thanks for sharing the evidence ..
There is absolutely nothing inspired by that game in comparison to Baldur's Gate. Sword Coast Legends is Diablo with D&D theme. And a poorly done Diablo (read unfinished) at that. The fact that you think that it could shows you don't even understand what it is that people have issue with.
Do you understand what being inspired means, or how many ways that could be represented? Secondly, people have a problem with everything when they let their expectations run wild or have high hopes in second or third comings.
As they said this was it's own thing not a successor to BG or NWN.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
You come in expecting too much...you'll exit with a lot of disappointment.
I didn't read too much into the articles and what not..I watched a number of videos and got the basics down. I knew what I was delving into for the most part and I enjoyed the experience.
Please come check out my stream. All the love is appreciated!
They have been completely transparent on the development of this game, stated what it is and what it is not.
Oh really?
PC Gamer: Is this viewed as a Baldur’s Gate spiritual successor by the team or Wizards of the Coast? To what extent are you conscious of that history in making Sword Coast Legends?
Tudge: We’re all huge fans of past D&D RPGs, including Baldur’s Gate and while we have certainly been inspired by it, I would not say we are a successor. Sword Coast Legends is its own evolution, one that hopefully earns a rightful place within that legacy.
I guess so really, thanks for sharing the evidence ..
Gotta love it when a quote to disprove something does the exact opposite lol. Just another case of reading comprehension gone bad.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I guess so really, thanks for sharing the evidence ..
There is absolutely nothing inspired by that game in comparison to Baldur's Gate. Sword Coast Legends is Diablo with D&D theme. And a poorly done Diablo (read unfinished) at that. The fact that you think that it could shows you don't even understand what it is that people have issue with.
Do you understand what being inspired means, or how many ways that could be represented? Secondly, people have a problem with everything when they let their expectations run wild or have high hopes in second or third comings.
As they said this was it's own thing not a successor to BG or NWN.
“We’re going to allow DMs to spend a lot of time building campaigns that are near limitless if that’s what they want to do,” said Tudge.
I guess so really, thanks for sharing the evidence ..
There is absolutely nothing inspired by that game in comparison to Baldur's Gate. Sword Coast Legends is Diablo with D&D theme. And a poorly done Diablo (read unfinished) at that. The fact that you think that it could shows you don't even understand what it is that people have issue with.
Do you understand what being inspired means, or how many ways that could be represented? Secondly, people have a problem with everything when they let their expectations run wild or have high hopes in second or third comings.
As they said this was it's own thing not a successor to BG or NWN.
“We’re going to allow DMs to spend a lot of time building campaigns that are near limitless if that’s what they want to do,” said Tudge.
I guess so really, thanks for sharing the evidence ..
There is absolutely nothing inspired by that game in comparison to Baldur's Gate. Sword Coast Legends is Diablo with D&D theme. And a poorly done Diablo (read unfinished) at that. The fact that you think that it could shows you don't even understand what it is that people have issue with.
Do you understand what being inspired means, or how many ways that could be represented? Secondly, people have a problem with everything when they let their expectations run wild or have high hopes in second or third comings.
As they said this was it's own thing not a successor to BG or NWN.
“We’re going to allow DMs to spend a lot of time building campaigns that are near limitless if that’s what they want to do,” said Tudge.
I guess so really, thanks for sharing the evidence ..
There is absolutely nothing inspired by that game in comparison to Baldur's Gate. Sword Coast Legends is Diablo with D&D theme. And a poorly done Diablo (read unfinished) at that. The fact that you think that it could shows you don't even understand what it is that people have issue with.
Do you understand what being inspired means, or how many ways that could be represented? Secondly, people have a problem with everything when they let their expectations run wild or have high hopes in second or third comings.
As they said this was it's own thing not a successor to BG or NWN.
“We’re going to allow DMs to spend a lot of time building campaigns that are near limitless if that’s what they want to do,” said Tudge.
Although I don't agree with some of your post (camping would be idiotic especially in a multiplayer game) I was also generally disappointed this weekend but mostly for other reasons.
I do agree though with your point on ninja looting and playing with strangers. They just recently patched to divide the gold automatically but items are still the same problem they've always been in online games without a looting roll system. I suspect that this will get patched also rather quickly just because it's such an obvious flaw.
My main gripe however has to do with the complete lack of mob (or companions) AI tweaks. Although the default mob behavior is not bad and if there is a live DM playing they can control them, these seems like a glaring omission to me for customizing modules. I think even the most micromanaging of DMs would still like to have some ability to automate how some or most mobs react in an encounter to his liking without having to intervene.
My other annoyances are minor but real: lots of redundant extra confirmation pop-ups when just trying to DL and play a module, adding companion NPCs by clicking their portrait after you start the game instead of before, no option to scroll the map by moving the cursor to the edge like in all other CRPGs of this type, not being able to zoom the map out enough to see the whole area, not being able to zoom in enough to actually see the detail of the characters you spent so much time customizing... just a general lack of polish.
It has potential to be a good game but it's pretty rough at the moment.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Comments
Only thing preventing me from getting a refund right now is to see if the single player campaign has an interesting story.
거북이는 목을 내밀 때 안 움직입니다
The stuff about playing with others, well, "that's life". Don't play with strangers, problem solved. Heck, if one needs to join a guild for this type of thing or start one then problem solved. that's not the game's fault.
Though, in the OP's defense, having a roll for rewards would be smart. Maybe the OP can post wherever the developers are taking feedback and mention that?
The bits about "domain" and the like seemed too picayune for me. To that point, Dungeons and Dragons online has it so that you have to rest at a shrine in order to gain back spells and the like. In truth I never, ever liked that system of "you have to wait 24 hours" and always altered that. It always seemed ridiculous to me.
I've said this before and will say it again, in one of my D&D rule books Gary Gygax says that these "rules" are only guidelines and that players/DM's can feel free to change/alter, add, throw out anything they like. I did that all the time as I found D&D games were too easily bogged down with numbers and dice for every little thing and that bogged down story telling.
Clearly the devs changed/added/removed/altered in order to make a game that could be played and be fun for players without bogging them down with details that don't really seem to add to a game play experience.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
The game is originally built as a moddable dungeon crawler. But really its up to the DM and the group to interact over voice chat for social situations, decide on loot distribution between themselves, stop when the DM says stop so he can go into story information for the group and to play it as a full 2-10 hour D&D session, not some quick dungeon crawl. All of which takes work and cooperation on everyones part. If you expecting it to be a fully automated D&D campaign your in the completely wrong place and have no done any research and read anything regarding this game.
The game is MENT to be played with an active DM and a party, it can be played without, but you arnt getting the experience your ment to have. The Devs have been listening and extremely good at communicating with the community that takes the time to read, research, and give positive feedback. The Devs have a huge list of features they will be adding to the game that the players have requested to make it more PnP feel but sadly could not get into the game before release.
I really just cant find any good points from the OP, as its either lack of research on your own part, things your disappointed with because it had to be that way for an active fluid flowing PC game, or something you expected because it was in Game A(NWN) but it wont be in Game B(SCL) even tho no one ever said it would and you people just keep expecting expecting and expecting without research.
Mess with the best, Die like the rest
It may be comforting to put a band-aid on it and say "only play with friends" is the solution, but it will be to the detriment of the game in the long run not to resolve loot issues.
For now, I'm giving this game a pass, but will see how the community develops after release and what changes come down the pike.
PC Gamer: Is this viewed as a Baldur’s Gate spiritual successor by the team or Wizards of the Coast? To what extent are you conscious of that history in making Sword Coast Legends?
http://www.pcgamer.com/sword-coast-legends-on-dd-dungeon-masters-and-the-crpg-revival/
I'm not sure what your pointing out, that just proves my point? He said its influenced but not a successor of, and that it is its own evolution( its own thing ) that hopefully people like and is able to earn its own recognition.
Besides that, I do not consider reading media sites really doing any research, if you really wanted to know you would go to the games site and read information there. Media sites are generally behind on what they post and do not typically convey what the Devs are trying to get across very well.
Mess with the best, Die like the rest
I think you will find the posters here a little more friendly than over there.
Bartoni's Law definition: As an Internet discussion grows volatile, the probability of a comparison involving Donald Trump approaches 1.
거북이는 목을 내밀 때 안 움직입니다
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
As they said this was it's own thing not a successor to BG or NWN.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I didn't read too much into the articles and what not..I watched a number of videos and got the basics down. I knew what I was delving into for the most part and I enjoyed the experience.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
http://www.pcgamesn.com/sword-coast-legends/inside-sword-coast-legends-back-to-baldurs-gate-with-the-director-of-dragon-age-origins
Inside Sword Coast Legends: back to Baldur's Gate with the director of Dragon Age: Origins
Although I don't agree with some of your post (camping would be idiotic especially in a multiplayer game) I was also generally disappointed this weekend but mostly for other reasons.
I do agree though with your point on ninja looting and playing with strangers. They just recently patched to divide the gold automatically but items are still the same problem they've always been in online games without a looting roll system. I suspect that this will get patched also rather quickly just because it's such an obvious flaw.
My main gripe however has to do with the complete lack of mob (or companions) AI tweaks. Although the default mob behavior is not bad and if there is a live DM playing they can control them, these seems like a glaring omission to me for customizing modules. I think even the most micromanaging of DMs would still like to have some ability to automate how some or most mobs react in an encounter to his liking without having to intervene.
My other annoyances are minor but real: lots of redundant extra confirmation pop-ups when just trying to DL and play a module, adding companion NPCs by clicking their portrait after you start the game instead of before, no option to scroll the map by moving the cursor to the edge like in all other CRPGs of this type, not being able to zoom the map out enough to see the whole area, not being able to zoom in enough to actually see the detail of the characters you spent so much time customizing... just a general lack of polish.
It has potential to be a good game but it's pretty rough at the moment.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
If I would only play with friends I rather play a board game over friends with few bottles of beer and laughs.
Its just an excuse for poor game design