Now if you're having fun playing then this isn't an issue, if you're not... why are we even discussing it?
Agreed just fixed the math. I don't have any problem with the method and I'm really looking forward to play Neverwinter as well.
With timed-currencies, in the end all that matters, is how each player individually values his/her time. (the same goes with Turbine points, EVE's plex, etc.) If it's ok to the player, s/he can farm out the needed amount. Or just buying it. The good thing is that nothing is set in stone, there are options. Options are the best. Imo
Personal I think the game while be closed within a year. they completely neglected anything that D&D and even worse, they restricted their own engine capabilities to make a we had that a 100 times before game. the foundry cant save this game, while its good to create extra content its not what drives players to play the game , if you're base game "sucks" then any mechanic that is build on or round it will not be able to reach it potential.
The lack of "freeform" class development , the lack of nearly ALL D&D classes , the lack of fluit combat, the lack content (things to do rather the doing the same thing alot) are from what I seen a real danger for this game.
but eh, thats just me, will see in a year if north korea or Iran hasnt Nuked the Server by then
Personal I think the game while be closed within a year. they completely neglected anything that D&D and even worse, they restricted their own engine capabilities to make a we had that a 100 times before game. the foundry cant save this game, while its good to create extra content its not what drives players to play the game , if you're base game "sucks" then any mechanic that is build on or round it will not be able to reach it potential.
The lack of "freeform" class development , the lack of nearly ALL D&D classes , the lack of fluit combat, the lack content (things to do rather the doing the same thing alot) are from what I seen a real danger for this game.
but eh, thats just me, will see in a year if north korea or Iran hasnt Nuked the Server by then
All I got from that post because he didn't even bothered to read what others have said on the previous page.
The actual system was a bit odd as you really didnt get to choose much....plus the cleric actualy had a shooting skill.....they called it divine bolts or something...there where some other things that you could choose that i didnt see a reason for....like choosing where you where from....or your patron diety...but maybe i didnt get far enough for those things.
I didnt feel i was anchored much in combat at all....but then again the combat wasnt a big deal......there was a terrible level curve though....as you progress in level you actualy start out being able to beat things failry well....but as time goes on....things start to become harder and harder...until you are fighting literal hit point balloons.
Its incarnation is ok.....maps are bit weird...they look large but are actualy just a series of linear caves with fancy drawings to make them look like citys and such....as i tried to jump off bridges and things and could not....i spent 30 minutes trying to jump to many places that the game wouldnt let me due to an invisible wall.
Shortcuts like say an ally between buildings....you cant use as thats just a decoration kind of thing alot.
In addition the map legend and things was neat....but the game had issues with telling you where things where....like the mail box npc.....you cant take items from your mail including reward items and pre-order items unless you access that npc and of course it wasnt listed on the map....nor in an easy spot to get to.....everything was spread out.....and running constantly to get to things was annoying. You could set a way point...but that just told you on your compass which way to face to get to it...not the path to take which was stupidly round-a-bout way too much.
The chat system is linked to star trek online and champions....so you can speak to people in the other games....mail system is also connected....but alas...they made sure you cant trade your star trek phasers to your never winter guys..like what happened in the past....
I felt the combat worked very well....there was a huge issue with using a controller though...and i couldnt re-map the controller either...the biggest issue (as in pop ups sending control to the chat box) thus you would get a pop up telling you you went somewhere or are in combat and suddenly your controller ceases to function.....that was super annoying.
There where a number of other strange issues...but i think those willbe ironed out.
But that is just my own experiences with this beta so far....the actual released game could be alot different...which has happened that way alot....I recall a number of specifc places in other games by cryptic in the past being totaly re-done when the games went live.
Oh and as for how the game feels.....it reminds me of that game called Cabal....inthe way the combat works....but with a dose of final fantasy xi with the way they make you run all over....
Wow. Based on this article, it looks like Cryptic is about to land a dragon-sized egg with this one. *Five* character classes? Really? You're going to have a game like D&D, known for it's infinite diversity of characters... and have less than half the classes of your average competitors?
Cryptic, IMHO, has been somewhat second rate. Phenominal artistic direction in all their titles, but very very skimpy on substance.
Yea 5 classes at release is a HUGE mistake here. I was about to click purchase on the $200 founders pack, and then heard in the livestrem here that there was only 5 classes. I immediatly exited out.
If they ever add more classes I may join in the game as it's FTP, but after release I won't have nearly the hype I had a few days ago to pony up $200. So I can almost guarntee I won't be spending nearly that much money if I join at a later date.
Huge blunder on Cryptic's part here.
Do you even read the whole threads or do you jsut post non chalantly thinking the first thing that pops in your head. I showed proof, datamined proof early in this thread there are 2 unnanounced classes being actively worked on and most likely will make release or shortly after (like within a month first patch kind of release) which brings the class count to 7, arguably jsut as many if not more then any other MMO to release with. Plus the fact their primary motive for content is new classes.
I understand that they will release additional classes later, but you seem to have missed the point of my post. If they do (which I'm sure they will) I along with many other people will come to the game at a later time. But at that time I will not be buying the 200 dollar founders pack. Which I would have bought originally. That is where cryptic is making their blunder. By purpously holding on to those additional classes to monotize them later. They are actually making me not want to buy the founders pack.
I am not saying I will not play, just that i won't pony up 200 that I orignally was going to for it.
The problem with these guys is that they are trying to support a combat style that has been proven not to work in mmos.
Really? From my experience with this type of combat it not only proves that it works but proves to me that I would rather not go back to the old way of combat ever again.
sorry but I disagree and see no proof.
Whether you want to acknowledge it or not, there has been some push-back from the MMO gaming coumminty with the current action combat trend. I don't think it would be so much of an issue if it weren't for the fact that just about every single new MMO releasing in the next few years is embracing this mechanic with little to no option for those of us who prefer slower and more tactically sound, character driven combat. What proof we can offer is that there is yet to be a truly successful action oriented MMORPG, but then I suppose you are happy with the mediocrity thus far. I think many players and even some developers are under the mistaken belief that a change in combat formula is what the genre needs to move forward, when the real problem is the lack of diversity, creativity, quality and quantity of content, especially at the higher end of the level spectrum. This trend to change virtual worlds into arcade games is a troubling and ultimately destructive path to be taking for MMORPGs.
I'll put my two cents in here.. TERA type combat is fantastic.. My experience of this last weekend was a wonderful one. I know that here is some push back but I don't agree with it. Though I can understand the fear connected with the hardest push back. You're right that content is the most important element.. and I also beleave that there is a place for the traditional type of gameplay but it's a shrinking market... People want something different and while not the whole answer action oriented combat is part of it. I think you're taking a bit of an extreme position in saying that it'll devolve into a arcade game. It's not so black and white. While I'll argue any day that the traditional combat model still works I'll also argue that this is a step forward. You can disagree but it comes down to people don't like change but often change is a good thing. That doesn't mean that you're wrong but everyone has a right their own taste but if I were making an mmo right now.. I'd steer very clear from being too traditional.
There is no current data either way, to prove that character driven combat is a shrinking market. The genre is experimenting and merely pushing action combat in order to appeal to console gamers and people who play single player first person shooters. It may pay off in the end or it could truly backfire on them. We'll find out in the next couple of years. They may fail to draw in those non-MMO gamers or they may find that backlash from the original crowd to be more expensive than they realized. I just find it odd that they are so completely moving away from character based combat in every single game, when there is no hard data to show for such a harsh and radical change in direction. Whatever happens, I don't understand the reasoning for completely alienating a large paying segment of the player base, when they could easily offer games for both. What I also find amusing is how most gamers, especially on this website are always so critical of the "bandwagon" concept, yet they are hypocritcally embracing this bandwagon with an amost evil relish.
No MMO developers are pushing innovative features in the genre to expand on the genre, especially a system such as combat that has long been almost identical across the genre. You do realize a short while ago (less then a year) all the hype on MMOs was there were to many WoW clones. What really boggles my mind is you expect companys to not hear these statements by consumers and decide to change the ONE fundemental thing that makes a WoW clone (THE COMBAT). I would love to be a fly in the wall at some of these developer meetings when they hear you talk about how you want more of the same. I really take issue with someone who doesnt see this as a catch 22 for gaming studios.
Just because I like a certain combat style, doesn't mean I want more of the same content, nor do I want that content designed in exactly the same manner. I find it odd that it's perfectly acceptable that the MMORPG genre is completly and radically chaning combat mechanics, yet you never see that level of change in FPS or RTS, whether they be in MMO flavor or another. I have no issues with them wanting to make MMOFPS or MMORTS, but I do take issue with them radically changing stat driven combat which has been an integral part of RPG's since they began, let alone since they were incorporated into MMOs. I also belive that this will bite them in the ass down the road, when people realize they are no longer playing actual RPG's, but instead are playing Action Adventures and arcade style games. There are a lot of people who like statistics, casual and hardcore. They prefer tactical thinking and and a greater diversity in options, not just in combat, but in the overall game world. One thing I have very much noticed is that all of this action combat is also going hand in hand with dumbed down gameplay, with fewer options, fewer classes, fewer gaming systems and just an overall lower quality gaming experience.
There has been action combat RPG's just as long if not longer then there has been tab target combat. Elder Scrolls and Fallout and Diablo al lcome to mind. The thing is practically ever MMO since EQ has copied EQ's model instead of looking at the AC, UO or M59 model. That is what got the stagnation we have seen and that is why the last year and the immediate future has finally seen fit to look at EVRY systme and innovative when required.
besides theres nothing wrong with likeing traditional tab targettting combat, plenty of hyped games coming out in the near future which will follow that bland system. AcheAge and Repopulation to name 2. SOme of us are actually looking forward to MMO's growing beyond the EQ/WoW model of making MMO's. GW2 was the first step and it wont be the last but just be assured plenty will see fit to follow the old way.
I'm sorry, but aside from taste, combat is the least important aspect of an MMO to me. It's about the story, the lore, the exploration, the chatter and any other systems that promote that feeling of investment into a virtual world like housing and diplomacy and even crafting though I'm not a big fan of it. Mini games and tools for roleplaying, emotes and dance moves...etc. This to me is the meat of an MMO and I find it a shame that people are embracing action combat at the expense of the real content that keeps us around for years at a time. There is no doubt in my mind that the current trend with more action the combat goes hand in hand with the lower quality and quantity of the other systems that make these games more like vitural worlds rather than linear arcades.
The problem with these guys is that they are trying to support a combat style that has been proven not to work in mmos.
Really? From my experience with this type of combat it not only proves that it works but proves to me that I would rather not go back to the old way of combat ever again.
sorry but I disagree and see no proof.
Whether you want to acknowledge it or not, there has been some push-back from the MMO gaming coumminty with the current action combat trend. I don't think it would be so much of an issue if it weren't for the fact that just about every single new MMO releasing in the next few years is embracing this mechanic with little to no option for those of us who prefer slower and more tactically sound, character driven combat. What proof we can offer is that there is yet to be a truly successful action oriented MMORPG, but then I suppose you are happy with the mediocrity thus far. I think many players and even some developers are under the mistaken belief that a change in combat formula is what the genre needs to move forward, when the real problem is the lack of diversity, creativity, quality and quantity of content, especially at the higher end of the level spectrum. This trend to change virtual worlds into arcade games is a troubling and ultimately destructive path to be taking for MMORPGs.
No there hasn't. There has been pushback by some extremely vocal folks on these forums, which is unsurprising given this user bases history. The majority of folks are more than happy to move away from tab target dice role combat.
I'll take a boss battle in Tera over anything any other game has to offer any day of the week. That's a game where positioning, reaction times, and free-flowing tactics are actually important... as opposed to following a script.
Good for you, but I don't believe for one second that everyone in the genre or even the vast majority are ready to jump on the action combat bandwagon and until you can prove otherwise, I will continue to believe it is so. I hated Tera and there were complaints about that game's combat system on this board and several others that I frequent. So, I would say that your belief that the pushback is a local board only issue is most likely wrong.
untill now , i bought the "Hero of the North" founder pack , and have'nt played the Beta tho , but the one thing i'm afraid of is >Durability< , is there Durability in the game ? , and i loved the game because of Graphic , and loved the combat style
If there’s one thing that Cryptic Studios has always done well, it’s combat. Go as far back as City of Heroes or even as recently as Star Trek Online. Cryptic Studios knows how to do active combat with fun, flashy visual effects and Neverwinter is no different in this regard.
You have now entered the realm of WHAT, tread lightly, or forever lose your mind.
Seriously, what? Explain this shit, explain it like a mathematician!
Article is pretty spot on in my opinion, though I would add that the quest path isn't just linear, it is completely linear. There was a single path to take through leveling and little in the way of optional side quests.
The Foundry can obviously help with this, but it does seem to be a bit of a cop out by the devs.
Sad to hear that....I'm so tired of quest driven MMOs it isn't even funny.
Originally posted by Czanrei I don't agree with the article and feel it is unfounded. Never mind the fact that he is writing an article about a beta of all things.
they write articles of almost every games beta, that is nothing new.. also how is his opinion on a game unfounded?
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Originally posted by Czanrei I don't agree with the article and feel it is unfounded. Never mind the fact that he is writing an article about a beta of all things.
they write articles of almost every games beta, that is nothing new.. also how is his opinion on a game unfounded?
Well, the part where he spent most of his gametime doing solo content with a partner, and then complained about it is definitely uninformed. The solo content is tuned for one player, not for two. If you do it with two players you'll be zerging through it, racing to try to get single kills.
It's sort of like taking a deck of Uno cards and complainging because it's difficult to play Bridge.
Now, if his criticism was that there is no content scaling other than solo and 5 man group content - that would be a legitimate gripe, and I think something that should be addressed (most simply by letting Foundry masters make some).
The very big negative for me was seeing how linear the game is. It is just quest #1 then quest #2, #3, #4 and so on, leading you through areas and mini-dungeons. Maybe this changes after level 30 but I get the feeling this is how it is designed all the way to 60.
It's fun the first time perhaps, but offers zero replayability as it will be exactly the same content in the same order when you play an alt. Which means that all there is to do other than follow the questline is re-run dungeons, or do Foundry content. I don't see how this will hold my attention for more than 1 playthrough and maybe a few weeks afterwards.
It's a shame that this is a growing trend in MMOs these days. Great journey to max level, but then it's pretty much game over unless you want to keep grinding (I'm looking at you GW2).
Are the zones really small and confined? Or, does it eventually open up later on...
Depends on your perspective. I didn't think they are that small, but you are basically only in a zone to do some specific things for your quests, with a few alleyways, corridors or rooms to explore in addition for extra treasure or crafting loot. The stories are good and I enjoyed following them, but overall it just felt like playing Witcher 2 or some other linear rpg experience.
1. To me, the zones seem far smaller than GW1 zones, with only slightly more ways to get around inside them. (And you can jump.)
2. Being instanced immediately makes the game feel cheap to me, which was frustrating.
3. The combat isn't nearly as "action oriented" as I'd hoped since many skills root you in place (even as melee) and the indoor/"dungeon" areas are fairly confined spaces. Hopefully that expands significantly as we explore more of the world and get beyond level 30, but as mentioned above - highly doubtful.
4. User developed content is nice and all, but the speed with which you level currently is obscenely fast. One or two quests level you and mob xp/kill is extremely limited (2-3 xp/kill; vs 2,000+ xp for a quest). As such, and as was mentioned above in this thread, a big lack of dev created content feels like a complete cop-out to me.
At this point, I'll probably dabble at launch because it's free. However, Vindictus, C9, etc. bore me quickly as you're constantly sitting in the same town and you feel trapped with little to explore.
Originally posted by Czanrei I don't agree with the article and feel it is unfounded. Never mind the fact that he is writing an article about a beta of all things.
they write articles of almost every games beta, that is nothing new.. also how is his opinion on a game unfounded?
Well, the part where he spent most of his gametime doing solo content with a partner, and then complained about it is definitely uninformed. The solo content is tuned for one player, not for two. If you do it with two players you'll be zerging through it, racing to try to get single kills.
It's sort of like taking a deck of Uno cards and complainging because it's difficult to play Bridge.
Now, if his criticism was that there is no content scaling other than solo and 5 man group content - that would be a legitimate gripe, and I think something that should be addressed (most simply by letting Foundry masters make some).
Foundry already scales to both your level and the number of players participating.
That's less then a 2 min search, note the number of classes on the first release of the PnP.
Edit: It takes time to get all those classes in-game and well built, while some (like perhaps the prestiege class or the ability to multiclass later) will possibly be monetized I doubt the iconic/basic classes will be and even if they are... for Christ sake if the astral diamond to zen transaction rates stabilize at a normal level (roughly that of STO) you could get 100-200 zen points per day playing casually. Most things in the cryptic stores barely register over 500 zen so 4-5 days of casual play for a new class, does that seem like play2grind to anyone? Cause if it does well then son/daughter you've had your folks spoil you with all the goodies without any of the work.
Yeah, so what.
If I was playing a Pen and Paper RPG in 1975 then 5 classes might be awesome.
But Im not playing a Pen and Paper RPG in 1975, Im playing MMORPGs in 2013 and 5 classes is pathetic.
And maybe I'll use some of my accumulated Zen points to get experience potions when I have to start at level 1 with a class I actually want to play just 2 months after release because Perfect World wanted to charge for classes.
Oh, but you've already used up your 2 character slots? Well, either delete a character or hope you have more Zen points saved up.
That's less then a 2 min search, note the number of classes on the first release of the PnP.
Edit: It takes time to get all those classes in-game and well built, while some (like perhaps the prestiege class or the ability to multiclass later) will possibly be monetized I doubt the iconic/basic classes will be and even if they are... for Christ sake if the astral diamond to zen transaction rates stabilize at a normal level (roughly that of STO) you could get 100-200 zen points per day playing casually. Most things in the cryptic stores barely register over 500 zen so 4-5 days of casual play for a new class, does that seem like play2grind to anyone? Cause if it does well then son/daughter you've had your folks spoil you with all the goodies without any of the work.
Yeah, so what.
If I was playing a Pen and Paper RPG in 1975 then 5 classes might be awesome.
But Im not playing a Pen and Paper RPG in 1975, Im playing MMORPGs in 2013 and 5 classes is pathetic.
And maybe I'll use some of my accumulated Zen points to get experience potions when I have to start at level 1 with a class I actually want to play just 2 months after release because Perfect World wanted to charge for classes.
Have you experienced the game yet? Having 5 classes is not pathetic when each class is fully poslished flushed out and amazing to play. What is pathetic are mmos that have 10 + classes and they are all unpolished, play the same and are boring to play and in the end you have to play 4 of of the 10 classes to be in the top raiding encounters or be viable in PVP.
In the video I saw one player chose to go off the trail and fight an optional boss... and the rest of the party didn't follow him since they were following the trail.
In the video I saw one player chose to go off the trail and fight an optional boss... and the rest of the party didn't follow him since they were following the trail.
you can toggle the trail on and off just like you could in the Everquest games.. but this game is very much a dungeon crawler type game.. don't expect huge open world to explore or anything
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Wow. Based on this article, it looks like Cryptic is about to land a dragon-sized egg with this one. *Five* character classes? Really? You're going to have a game like D&D, known for it's infinite diversity of characters... and have less than half the classes of your average competitors?
Cryptic, IMHO, has been somewhat second rate. Phenominal artistic direction in all their titles, but very very skimpy on substance.
Yea 5 classes at release is a HUGE mistake here. I was about to click purchase on the $200 founders pack, and then heard in the livestrem here that there was only 5 classes. I immediatly exited out.
If they ever add more classes I may join in the game as it's FTP, but after release I won't have nearly the hype I had a few days ago to pony up $200. So I can almost guarntee I won't be spending nearly that much money if I join at a later date.
Huge blunder on Cryptic's part here.
Do you even read the whole threads or do you jsut post non chalantly thinking the first thing that pops in your head. I showed proof, datamined proof early in this thread there are 2 unnanounced classes being actively worked on and most likely will make release or shortly after (like within a month first patch kind of release) which brings the class count to 7, arguably jsut as many if not more then any other MMO to release with. Plus the fact their primary motive for content is new classes.
I understand that they will release additional classes later, but you seem to have missed the point of my post. If they do (which I'm sure they will) I along with many other people will come to the game at a later time. But at that time I will not be buying the 200 dollar founders pack. Which I would have bought originally. That is where cryptic is making their blunder. By purpously holding on to those additional classes to monotize them later. They are actually making me not want to buy the founders pack.
I am not saying I will not play, just that i won't pony up 200 that I orignally was going to for it.
By 'later' they mean pretty much immediately after launch. There are 'nature' nodes everywhere, which are unusable by any of the current classes. It is pretty obvious that this will be for rangers / druids. I have no doubt that they will be premium classes, but I would expect them within the first month of launch considering the game already seems to cater to them.
In the video I saw one player chose to go off the trail and fight an optional boss... and the rest of the party didn't follow him since they were following the trail.
you can toggle the trail on and off just like you could in the Everquest games.. but this game is very much a dungeon crawler type game.. don't expect huge open world to explore or anything
Yep, the trail is optional, but very helpful for when you get lost in Foundry dungeons (some people dont write very good descriptions of where to go next). Some people on here make it sound like having optional quest helpers is bad. I would prefer that than the alternative (quests where you get lost for an hour looking for a specific group of mobs, which I have done in the past).
That's less then a 2 min search, note the number of classes on the first release of the PnP.
Edit: It takes time to get all those classes in-game and well built, while some (like perhaps the prestiege class or the ability to multiclass later) will possibly be monetized I doubt the iconic/basic classes will be and even if they are... for Christ sake if the astral diamond to zen transaction rates stabilize at a normal level (roughly that of STO) you could get 100-200 zen points per day playing casually. Most things in the cryptic stores barely register over 500 zen so 4-5 days of casual play for a new class, does that seem like play2grind to anyone? Cause if it does well then son/daughter you've had your folks spoil you with all the goodies without any of the work.
Yeah, so what.
If I was playing a Pen and Paper RPG in 1975 then 5 classes might be awesome.
But Im not playing a Pen and Paper RPG in 1975, Im playing MMORPGs in 2013 and 5 classes is pathetic.
And maybe I'll use some of my accumulated Zen points to get experience potions when I have to start at level 1 with a class I actually want to play just 2 months after release because Perfect World wanted to charge for classes.
Have you experienced the game yet? Having 5 classes is not pathetic when each class is fully poslished flushed out and amazing to play. What is pathetic are mmos that have 10 + classes and they are all unpolished, play the same and are boring to play and in the end you have to play 4 of of the 10 classes to be in the top raiding encounters or be viable in PVP.
Not to mention that each class will have 3 paragon paths at launch, which is a lot more options than something like TERA offers. TERA has 8 classes, but very limited customisation, how is that better? Yet noone complained that 8 classes was too few.
They have already stated that there are 3 classes in the wings, pretty much ready to go. They are just sorting out how they will distrubute them, my guess would be paid premium content at launch or shortly afterwards.
Comments
Agreed just fixed the math. I don't have any problem with the method and I'm really looking forward to play Neverwinter as well.
With timed-currencies, in the end all that matters, is how each player individually values his/her time. (the same goes with Turbine points, EVE's plex, etc.) If it's ok to the player, s/he can farm out the needed amount. Or just buying it. The good thing is that nothing is set in stone, there are options. Options are the best. Imo
Personal I think the game while be closed within a year. they completely neglected anything that D&D and even worse, they restricted their own engine capabilities to make a we had that a 100 times before game. the foundry cant save this game, while its good to create extra content its not what drives players to play the game , if you're base game "sucks" then any mechanic that is build on or round it will not be able to reach it potential.
The lack of "freeform" class development , the lack of nearly ALL D&D classes , the lack of fluit combat, the lack content (things to do rather the doing the same thing alot) are from what I seen a real danger for this game.
but eh, thats just me, will see in a year if north korea or Iran hasnt Nuked the Server by then
All I got from that post because he didn't even bothered to read what others have said on the previous page.
I'll bet you any amount of money you want that your wrong.
Its an ok game....
The actual system was a bit odd as you really didnt get to choose much....plus the cleric actualy had a shooting skill.....they called it divine bolts or something...there where some other things that you could choose that i didnt see a reason for....like choosing where you where from....or your patron diety...but maybe i didnt get far enough for those things.
I didnt feel i was anchored much in combat at all....but then again the combat wasnt a big deal......there was a terrible level curve though....as you progress in level you actualy start out being able to beat things failry well....but as time goes on....things start to become harder and harder...until you are fighting literal hit point balloons.
Its incarnation is ok.....maps are bit weird...they look large but are actualy just a series of linear caves with fancy drawings to make them look like citys and such....as i tried to jump off bridges and things and could not....i spent 30 minutes trying to jump to many places that the game wouldnt let me due to an invisible wall.
Shortcuts like say an ally between buildings....you cant use as thats just a decoration kind of thing alot.
In addition the map legend and things was neat....but the game had issues with telling you where things where....like the mail box npc.....you cant take items from your mail including reward items and pre-order items unless you access that npc and of course it wasnt listed on the map....nor in an easy spot to get to.....everything was spread out.....and running constantly to get to things was annoying. You could set a way point...but that just told you on your compass which way to face to get to it...not the path to take which was stupidly round-a-bout way too much.
The chat system is linked to star trek online and champions....so you can speak to people in the other games....mail system is also connected....but alas...they made sure you cant trade your star trek phasers to your never winter guys..like what happened in the past....
I felt the combat worked very well....there was a huge issue with using a controller though...and i couldnt re-map the controller either...the biggest issue (as in pop ups sending control to the chat box) thus you would get a pop up telling you you went somewhere or are in combat and suddenly your controller ceases to function.....that was super annoying.
There where a number of other strange issues...but i think those willbe ironed out.
But that is just my own experiences with this beta so far....the actual released game could be alot different...which has happened that way alot....I recall a number of specifc places in other games by cryptic in the past being totaly re-done when the games went live.
Oh and as for how the game feels.....it reminds me of that game called Cabal....inthe way the combat works....but with a dose of final fantasy xi with the way they make you run all over....
I understand that they will release additional classes later, but you seem to have missed the point of my post. If they do (which I'm sure they will) I along with many other people will come to the game at a later time. But at that time I will not be buying the 200 dollar founders pack. Which I would have bought originally. That is where cryptic is making their blunder. By purpously holding on to those additional classes to monotize them later. They are actually making me not want to buy the founders pack.
I am not saying I will not play, just that i won't pony up 200 that I orignally was going to for it.
I'm sorry, but aside from taste, combat is the least important aspect of an MMO to me. It's about the story, the lore, the exploration, the chatter and any other systems that promote that feeling of investment into a virtual world like housing and diplomacy and even crafting though I'm not a big fan of it. Mini games and tools for roleplaying, emotes and dance moves...etc. This to me is the meat of an MMO and I find it a shame that people are embracing action combat at the expense of the real content that keeps us around for years at a time. There is no doubt in my mind that the current trend with more action the combat goes hand in hand with the lower quality and quantity of the other systems that make these games more like vitural worlds rather than linear arcades.
Good for you, but I don't believe for one second that everyone in the genre or even the vast majority are ready to jump on the action combat bandwagon and until you can prove otherwise, I will continue to believe it is so. I hated Tera and there were complaints about that game's combat system on this board and several others that I frequent. So, I would say that your belief that the pushback is a local board only issue is most likely wrong.
If there’s one thing that Cryptic Studios has always done well, it’s combat. Go as far back as City of Heroes or even as recently as Star Trek Online. Cryptic Studios knows how to do active combat with fun, flashy visual effects and Neverwinter is no different in this regard.
You have now entered the realm of WHAT, tread lightly, or forever lose your mind.
Seriously, what? Explain this shit, explain it like a mathematician!
Sad to hear that....I'm so tired of quest driven MMOs it isn't even funny.
they write articles of almost every games beta, that is nothing new.. also how is his opinion on a game unfounded?
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Well, the part where he spent most of his gametime doing solo content with a partner, and then complained about it is definitely uninformed. The solo content is tuned for one player, not for two. If you do it with two players you'll be zerging through it, racing to try to get single kills.
It's sort of like taking a deck of Uno cards and complainging because it's difficult to play Bridge.
Now, if his criticism was that there is no content scaling other than solo and 5 man group content - that would be a legitimate gripe, and I think something that should be addressed (most simply by letting Foundry masters make some).
1. To me, the zones seem far smaller than GW1 zones, with only slightly more ways to get around inside them. (And you can jump.)
2. Being instanced immediately makes the game feel cheap to me, which was frustrating.
3. The combat isn't nearly as "action oriented" as I'd hoped since many skills root you in place (even as melee) and the indoor/"dungeon" areas are fairly confined spaces. Hopefully that expands significantly as we explore more of the world and get beyond level 30, but as mentioned above - highly doubtful.
4. User developed content is nice and all, but the speed with which you level currently is obscenely fast. One or two quests level you and mob xp/kill is extremely limited (2-3 xp/kill; vs 2,000+ xp for a quest). As such, and as was mentioned above in this thread, a big lack of dev created content feels like a complete cop-out to me.
At this point, I'll probably dabble at launch because it's free. However, Vindictus, C9, etc. bore me quickly as you're constantly sitting in the same town and you feel trapped with little to explore.
Foundry already scales to both your level and the number of players participating.
If I was playing a Pen and Paper RPG in 1975 then 5 classes might be awesome.
But Im not playing a Pen and Paper RPG in 1975, Im playing MMORPGs in 2013 and 5 classes is pathetic.
And maybe I'll use some of my accumulated Zen points to get experience potions when I have to start at level 1 with a class I actually want to play just 2 months after release because Perfect World wanted to charge for classes.
Oh, but you've already used up your 2 character slots? Well, either delete a character or hope you have more Zen points saved up.
Have you experienced the game yet? Having 5 classes is not pathetic when each class is fully poslished flushed out and amazing to play. What is pathetic are mmos that have 10 + classes and they are all unpolished, play the same and are boring to play and in the end you have to play 4 of of the 10 classes to be in the top raiding encounters or be viable in PVP.
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If I have to explain it, you wouldn't understand.
I saw a couple of YouTube vids on the beta - and the thing that I noticed first was the trail of Fairy Dust showing the path through the dungeons!
Seriously, if your dungeons are that much of a maze you need a trail of Fairy Dust to follow then they need a redesign.
The other problem is that players stop exploring - the game may as well just be a rail shooter at that point.
Follow trail...kill Mob # 23...follow trail...kill Mob # 72...follow trail...kill Mob # 14...follow trail...kill Mob # 72 (again)...follow trail...kill Mob # 98 (oh! rare mob and drop!)...follow trail...kill Mob # 72...follow trail...boss fight...
In the video I saw one player chose to go off the trail and fight an optional boss... and the rest of the party didn't follow him since they were following the trail.
Nothing says irony like spelling ideot wrong.
you can toggle the trail on and off just like you could in the Everquest games.. but this game is very much a dungeon crawler type game.. don't expect huge open world to explore or anything
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
By 'later' they mean pretty much immediately after launch. There are 'nature' nodes everywhere, which are unusable by any of the current classes. It is pretty obvious that this will be for rangers / druids. I have no doubt that they will be premium classes, but I would expect them within the first month of launch considering the game already seems to cater to them.
Yep, the trail is optional, but very helpful for when you get lost in Foundry dungeons (some people dont write very good descriptions of where to go next). Some people on here make it sound like having optional quest helpers is bad. I would prefer that than the alternative (quests where you get lost for an hour looking for a specific group of mobs, which I have done in the past).
Not to mention that each class will have 3 paragon paths at launch, which is a lot more options than something like TERA offers. TERA has 8 classes, but very limited customisation, how is that better? Yet noone complained that 8 classes was too few.
They have already stated that there are 3 classes in the wings, pretty much ready to go. They are just sorting out how they will distrubute them, my guess would be paid premium content at launch or shortly afterwards.
"At best, Cryptic hopes to hit the core RPG archetypes needed for a trinity type of game to function on a basic level at launch."
...
Wow, that bad eh?
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