Neverwinter Press Beta

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Lyiat

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Hey guys, I'm Lyiat from The Cyan Firefly. I've been given press access to the Neverwinter MMO press beta, and I'll be speaking directly to developers about the game. If you guys have any questions about the game that you'd like to see answered, let me know and I'll try to pass them on.
 

Folji

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Second on the whole deeper social interaction angle, from player to player as well as player to world! Anything that can be done in the came that isn't just the typical fighting and crafting business.

Also would be awesome if they went into detail on how the combat will be arranged, if it's going for a more classic action ability approach (a la World of Warcraft and Aion) or if they're looking to make it more reactive and action-heavy (like DCUO, Elder Scrolls Online and D&D Online).

And, of course, races and locations!
 

Lyiat

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On the subject of social interaction with the world, keep in mind that these things arn't really what D&D was designed to do. 3.5 was the best system for that, and skill checks were still kind of awkward to work out. 4.0 has backed away and focused more on the dungeon delving, making it fun for people of all classes. This game is based on the 4.0 system. That said, I will ask.

Also, its a f2p.
 

The-Traveling-Bard

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Ask them to quit making the game, and don't ruin the Neverwinter series with this MMO crap.

On a serious note. I would like to know if there would be more races than just what they have now. I would love to see Dragonborn, and The razorclaw shifter, and longtooth shifter. Etc etc. If they're working on creating a massive character customizations then just the 6-9 character faces, and maybe if we're lucky 10 hair styles.
 

sanquin

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Lyiat said:
On the subject of social interaction with the world, keep in mind that these things arn't really what D&D was designed to do. 3.5 was the best system for that, and skill checks were still kind of awkward to work out. 4.0 has backed away and focused more on the dungeon delving, making it fun for people of all classes. This game is based on the 4.0 system. That said, I will ask.

Also, its a f2p.
Sorry but that's just not true. D&D 4.0 only became more action-based and less social-based because it was taken over by another company. If you want to keep on playing the good old (3.5 and lower) style of D&D the makers of those series have continued as well, with an updated (and better imo) ruleset in Pathfinder. Which still focuses just as much on the social aspects as on the dungeon delving.

That being said, if it's based on 4.0 then we can be pretty sure that it will be a pretty generic action mmorpg. Standard style quests, basic action style combat, etc. Though from what I've seen the action style combat is at least done pretty well.

If this wasn't going to be F2P I wouldn't even consider trying it though...
 

BloatedGuppy

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Lyiat said:
Hey guys, I'm Lyiat from The Cyan Firefly. I've been given press access to the Neverwinter MMO press beta, and I'll be speaking directly to developers about the game. If you guys have any questions about the game that you'd like to see answered, let me know and I'll try to pass them on.
Most of my questions would be about the business model, and they seem reluctant to talk about that. What they plan to sell, what the pricing model for those things would be, how frequently they planned on releasing content, etc, etc.
 

Therumancer

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Lyiat said:
Hey guys, I'm Lyiat from The Cyan Firefly. I've been given press access to the Neverwinter MMO press beta, and I'll be speaking directly to developers about the game. If you guys have any questions about the game that you'd like to see answered, let me know and I'll try to pass them on.
I'm in Alpha and Beta but have no direct contact with the devs this way.

There are a couple of questions I'd like to see a straight from the horse's mouth answer on though. They aren't inflammatory questions but are ones I don't expect to be clearly answered. There have been some statements about them but over time questions have arisen:

#1: At what rate do they plan to introduce new character classes into the game, what classes are currently planned, and is the ETA for such content additions?

This one is straightforward as a question, and important because it seems to be a common question, especially seeing as huge numbers of players seem to be rather unimpressed by the 5 "classes" we have right now, given that they limited customization so much (ie you can play their Guardian or Great Weapon fighter, but can't build your own fighter, so people preferring other styles of fighter are a bit put out for example).

#2: When such classes ARE introduced, is PWE/Cryptic still planning on maintaining it's "all classes will remain free" stance, or will differant classes and builds be released on a premium basis?

This is a little more inflammatory so you might want to avoid it, but the bottom line is that Cryptic did say that they would not charges for classes in the game, however there have been constant stories and speculation about this having changed for one reason or another. I'm leaning towards the camp that they probably will wind up charging for character classes (but don't really care if they do) I'm mostly just noticing they have been tending to play coy on the subject so actually pinning down a dev and asking straight out of this changed is information I think a lot of people would like to know.

That's my thoughts at this point at any rate.
 

Therumancer

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BloatedGuppy said:
Lyiat said:
Hey guys, I'm Lyiat from The Cyan Firefly. I've been given press access to the Neverwinter MMO press beta, and I'll be speaking directly to developers about the game. If you guys have any questions about the game that you'd like to see answered, let me know and I'll try to pass them on.
Most of my questions would be about the business model, and they seem reluctant to talk about that. What they plan to sell, what the pricing model for those things would be, how frequently they planned on releasing content, etc, etc.
They have said a bit about it at various times. The last official statement was that they only planned to sell services and cosmetic items. Inventory space expansion being the only thing they seemed to have on tap that had a game effect. They specifically stated at one point that character classes would always be free.

One of my questions I put towards Lyiat was in response to the character classes due to some speculation on the subject.

Asking about items would also be on my list, but I don't think Lyiat wants to be imflammatory during a press meet by pushing them. Classes are easier to work into. At one point they said flat out they wouldn't be selling weapons and armor and such with an in game effect, but come the "Founders Packs" people have noticed that "Hero Of The North" gets to start their characters with a mastercrafted weapon with a unique enchantment that can be unslotted and put on other weapons later on. This of course means they did sell an item that gives an advantage, albiet at the lowest levels, and presumably if this enchantment is worth the hype and people would want to grandfather it up to newer weapons unslotting it and reslotting it as they upgrade, it's something that's liable to be at least fairly impressive and worth using the enchantment slot for (otherwise, why bother?).

As much as I am looking forward to this game, the business side of things kind of caused themselves a problem, they are currently in a position where they sold items of a sort where they said they wouldn't before, and they are also in the position where they charged $200 for the pack with them, a pack which incidently doesn't include the traditional ZEN stipend or anything, so it's doubly interesting since whatever those items/enchantmnets winds up doing are going to have to be worth the $200 or else they are likely to wind up getting it from both ends.

Of course there is no way someone from the press could bring that up, and truthfully I'm not sure if I'd rock the boat myself (despite it getting my attention) given my interest in the game.
 

Therumancer

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sanquin said:
Lyiat said:
On the subject of social interaction with the world, keep in mind that these things arn't really what D&D was designed to do. 3.5 was the best system for that, and skill checks were still kind of awkward to work out. 4.0 has backed away and focused more on the dungeon delving, making it fun for people of all classes. This game is based on the 4.0 system. That said, I will ask.

Also, its a f2p.
Sorry but that's just not true. D&D 4.0 only became more action-based and less social-based because it was taken over by another company. If you want to keep on playing the good old (3.5 and lower) style of D&D the makers of those series have continued as well, with an updated (and better imo) ruleset in Pathfinder. Which still focuses just as much on the social aspects as on the dungeon delving.

That being said, if it's based on 4.0 then we can be pretty sure that it will be a pretty generic action mmorpg. Standard style quests, basic action style combat, etc. Though from what I've seen the action style combat is at least done pretty well.

If this wasn't going to be F2P I wouldn't even consider trying it though...
Alright, this will probably slot some people off, but I wanted to point something out.

No RPG *system* favors role-playing or social interaction more than another. A set of RPG rules can only be used for task resolution within the game, such as combat, picking locks, performing athletic feats, casting spells, etc. Roleplaying and social interaction are something players bring themselves to the equasion. You can role-play with any system in effect, the mechanics don't matter as far as that's concerned.

In general RPGs with systems for social skills tend to be the anathema of what so called "real role-players" stand for. The idea of social skills in a game is so that a player who wants to have a charismatic character but happens to be really shy, or a bit of a jerk IRL, can play one. The idea being that what YOU say, do, or socialize, or how well you act or speak for your character becomes irrelevent before your charisma attribute and a skill role. So thus instead of actually acting out your meeting with say a Baron, you can just declare intent and say "My character will attempt to impress the Baron" and then roll a Diplomacy check or whatever and get a reaction bonus. "real role players" would prefer to have the players socialize more as their characters and play out exactly what their characters and the Baron say to each other and have things progress from there.

To be honest the whole idea of "getting away from who you really are" aspect of RPGs has traditionally favored the "roll" aspect to this kind of thing. After all some guy who IRL is a good actor shouldn't have an advantage over those who are not, any more than a guy who is stronger than the other gamers at the table should get a melee combat bonus based on what he can do IRL. As more recent/modern sentiments have become more prevelent, we've seen years long debates on the very relevency of having Charisma as an attribute (as interaction should always be the player), or social skills.

The less focused on social attributes, skills, etc... a game happens to be the more they generally seem to be taking the approach that it's all up to the players to work out, and instead the mechanics should entirely focus on representing the physical as opposed to the mental or social aspects of gaming.

I've oftentimes also heard it argued that characters in RPGs shouldn't have anything other than physical attributes because it's proper for things like problem solving and the like should entirely fall to the players. Intelligence and such oftentimes mostly turning into a magical power stat, as for a lot of gamers your character having godlike intelligence isn't going to help with a riddle (which conceptually your character should solve easily) if your slow or bad with riddles IRL. Some RPG systems incidently included skills like "cunning" and the like specifically for such situations so if a player couldn't solve something like a riddle but their character probably could they could pull a skill roll (some RPGs having scads of academic skills and such to apply to situations just like that).

-

At any rate to address the central issue of "role playing" in Neverwinter, the answer is that it handles it like any other MMO. It's providing a set of mechanics and enviroments for people to do physical stuff with. There is no live GM sitting there making the world revolve around you, so it's not like you can have a random encounter and decide to chat up a Kobold before a fight even starts, or cast a continual light spell inside your mouth and use the creepy glow to try and convince people your a demon or energy being. No amount of programming short of devleoping a true AI could ever do that, so obviously we're not seeing it here, and it's not like anyone is paying enough to have a team of programmers sitting around 24/7 creating content for them in real time the way a live GM would do.

So basically, Neverwinter as a game itself is all about listening to some NPCs for backstory, and then hacking the crap out of monsters and stealing their stuff, which you use to hear more impressive backstories before whacking bigger monsters and stealing their slightly more impressive stuff, in an endless cycle until your level is maxxed and you have the most impressive stuff gained from the carcasses of the biggest mnonsters.

That said, like other MMOs nothing prevents you and your friends frome role-playing, talking in character, or doing other, similar things. Of course since this isn't a personal you-centric campaign, and there is no live GM keeping everything in check all the time, nobody is under any obligation to RP or humor you, or even be nice to you if your doing so. As much as I'd love to see live GMs involved enough to create a fully in character all the time MMO and enforce it with draconian tactics (like some MUDs did) I doubt we'll see one anytime soon, and Neverwinter certainly is not going to be that game, it simply couldn't support the staffing as FTP even if it wanted to.

While I can't talk about Alpha, I can talk about Beta, and what I'll say is that while I like this game (and got my $200 founders pack to prove it) it is not something you should expect to be entirely genere redefining, or some kind of "sim" of D&D the way the single player Neverwinter games were. It's pretty much what you'd expect an MMO to be nowadays based on others, with it's own tweaks and gameplay style, and Forgotten Realms lore holding the
backstories together.

Nobody needs a Dev to answer that, I can do it (at this point).

I myself wait for a substantial step in online MMORPG evolution, but like technology in general it creeps along like a glaciar. Some day the perfect version of this might appear for serious RPG geeks and/or those who want it to all be immersive and in character... but that's not today, and I doubt it will come for a while yet. When it does a lot of peopke, including me, will be screaming eureka.... until that day though I enjoy what we have for what it is, and Neverwinter is a pretty good MMORPG for the realities of the time in which it exists.
 

sanquin

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Meh, the more I hear about this game the less I feel like playing it. I'd rather go back to playing D&D Online again. At least there you can customize your class as much as you want. Some classes and races are behind payment, but the classes that are available can be built in traditional D&D style. You can decide which stats you want with a point system, you can decide which skills and spells you want on your own, etc. The game does lack a little bit in terms of personality, but it's still far more true to D&D than Neverwinter will be. And for a 'real' D&D mmo experience, it's pretty good.
 

cerebreturns

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sanquin said:
Lyiat said:
On the subject of social interaction with the world, keep in mind that these things arn't really what D&D was designed to do. 3.5 was the best system for that, and skill checks were still kind of awkward to work out. 4.0 has backed away and focused more on the dungeon delving, making it fun for people of all classes. This game is based on the 4.0 system. That said, I will ask.

Also, its a f2p.
Sorry but that's just not true. D&D 4.0 only became more action-based and less social-based because it was taken over by another company. If you want to keep on playing the good old (3.5 and lower) style of D&D the makers of those series have continued as well, with an updated (and better imo) ruleset in Pathfinder. Which still focuses just as much on the social aspects as on the dungeon delving.

That being said, if it's based on 4.0 then we can be pretty sure that it will be a pretty generic action mmorpg. Standard style quests, basic action style combat, etc. Though from what I've seen the action style combat is at least done pretty well.

If this wasn't going to be F2P I wouldn't even consider trying it though...
The irony behind this statement is that D&D 3rd edition is pretty much considered by all other rpgs (palidum, shadowrun, vampire & nearly every other one) to be hack and slash with no social or rp elements in it.

So when 4th edition came out and 3rd edition people were crying hacking and slash...oh the hilarious hypocracy.

D&D rocks, I've loved all editions, I love other rpgs too.

If someone is too much of a crappy player (or dm) and limits themselves to rules then...why are they roleplaying?
 

Filiecs

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I've been following this a bit and it seems pretty interesting. However, I'd like to know about end game.
How much time have they spent developing end game?
What options do they have in place for player created content at end game, such as minigames or other challenges?
How many raids do they plan on releasing?
All in all, I'd like to know what their ideology behind end game is.
 

sanquin

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cerebreturns said:
The irony behind this statement is that D&D 3rd edition is pretty much considered by all other rpgs (palidum, shadowrun, vampire & nearly every other one) to be hack and slash with no social or rp elements in it.

So when 4th edition came out and 3rd edition people were crying hacking and slash...oh the hilarious hypocracy.

D&D rocks, I've loved all editions, I love other rpgs too.

If someone is too much of a crappy player (or dm) and limits themselves to rules then...why are they roleplaying?
True, D&D is more hack and slash than other similar tabletop games. Still though, it did take roleplay into account as well. A good DM goes outside of the rule set in a fair way that adds to the game, yes. But there was plenty of opportunity within the rule set as well. 4.0 removed a ton of that, but kept all the combat stuff. Even encouraged it over role play.

Therumancer said:
Sorry to make my reply so short, but it sounds to me like you've never really played much D&D-based games. RPG rules can not only be used for task resolution. You thinking as such says more about the current games industry than anything else though. I'm not saying that should focus on role playing. But to basically take that part of D&D out completely (which is what it looks like) is just wrong for a supposedly D&D-based game.

Now, this game basically becoming a generic hack and slash mmorpg with the D&D name slapped on it wouldn't be a problem...if it wasn't for the trailer statement of "this being a true D&D game." They shouldn't make statements like that when all they're making is a generic action mmorpg.
 

ThriKreen

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I'd like the Foundry to have a text coding system over their flow chart one.

But that's just the old school, NWN dev coder in me talking.
 

Therumancer

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sanquin said:
Sorry to make my reply so short, but it sounds to me like you've never really played much D&D-based games. RPG rules can not only be used for task resolution. You thinking as such says more about the current games industry than anything else though. I'm not saying that should focus on role playing. But to basically take that part of D&D out completely (which is what it looks like) is just wrong for a supposedly D&D-based game.

Now, this game basically becoming a generic hack and slash mmorpg with the D&D name slapped on it wouldn't be a problem...if it wasn't for the trailer statement of "this being a true D&D game." They shouldn't make statements like that when all they're making is a generic action mmorpg.
I've been playing D&D since the old Red Box basic set, and many other PnP RPGs besides. Decades of experience.

Rules and true "modern" RPing do not mesh, as there are no rules who who can say what for their character. Rules can only provide a mechanical way of doing things, they can turn what would be done through role-playing into a skill check, but that would not make it "role-playing" as it's currently defined. That's simply the way it is. Perhaps I'm not articulating it well however.

The thing to understand is that you can role-play with no system or rules at all, having entirely free form games based on popular concensus or one person agreed upon to be the GM. All a rules system does is provide an agreed upon set of mechanics that will define the game realities and determine outcomes. It tends to be more popular than people just getting around and free form RPing, it allows you to keep track of things, define relative power in absolute values,
and can prevent the whole kiddie makebelieve problem of who shot who dead (so to speak) when it comes up. Of course it becomes less nessicary if you all just want to pretend your other people hanging out in a bar or whatever as opposed to adventuring, but that tends to get sad really quick.

Attempts to try and consider role-playing in the scope of mechanical balance have generally failed. One of the big problems with 2E AD&D (which I played more extensively than any other edition) was how many "kits" and subclasses tried to balance mechanical, benefits and powers with role-playing "diadvantages". Oftentimes amounting to a power boost for simply playing the kind of character you were going to play anyway, or resulting in a character trait that wound up annoying people more than it balanced anything, or represented a kind of disadvantage that was easily overcome by a minimal amount of creativity or justifying "well I can still act like a real person and use common sense despit this being my disadvantage... right".

To be entirely honest I got into it big time with guys like Ryan Dancy when 3E was coming out in the RPGA Forums (I was a member then). I won't go into the details here, and they had little to do with this, but I can say that before the release of 3E one of the key rules of it's design in setting up the new engine, prestige classes, and other things was to NEVER offset a tangible statistical advantage with a role-playing disadvantage to avoid the same mistake they made in trying to balance some of the things they created for 2E. How well they stuck with that in the long run is a matter of debate, but it's a point for consideration in the relationship between RP and mechanics.

A simple example of this kind of thing would be to say that as a disadvantage a kit with combat bonuses has to behave aggressively all the time. Which probably won't matter much, especially if that's interpeted with common sense so it doesn't get in the way much. A more involved example would be a clearly dictated pattern of behavior, such as how a Bladesinger (popular character type) as a champion of the elven people is required to get involved and defend ANY elf
in trouble. Relative alignment and such aren't mentioned as exceptions to that. Needless to say that's a huge disadvantage the way it's written (for some pretty impressive powers) since it pretty much means you might wind up having to charge suicidal odds to try and save a character you don't like very much (and if it's another PC elf with a knack for getting into trouble... your their free bodyguard). A situation where "you know, you had BEST have those kind of skills, because of you don't, your not going to survive in this profession very long at all". But of course again, it's a RP disadvantage, it doesn't have any codified penelty for NOT doing it, so of course if the GM is being benevolent and let's you use common sense and say NOT intervene to save a Chaotic Evil elf from being dragged into hell by demons of his hown summoning, and other situations where that disadvantage would REALLY suck hard, you've basically just gotten a pile of bonuses with no practical downside, because you can pretty much justify through RP and common sense never having to act on that in a time when it would suck that bad or result in your character getting horrifically mauled or killed without even the slighest chance of payoff. :)

Hence why it's become a situation where you tell stories, RP characters in response to the situations as you think they would behave, and that dictates what your going to try and do what happenes, but otherwise the actual resolution of actions and such exists in an entirely differant cosm. Nobody hands you a bunch of exta bonuses and says "you get this but in exchange suffer a pathological need to pick up and throw every character you see under 5' and record the distance for posterity" or some other bit intended to be a disadvantage but will never tend to come up because it's stupid and interferes with the flow of how real people would likely behave.

Ahh well I'm rambling and probably not articulating myself well again on a totally differant tangental subject.

Despite how it sounds (and how borked some of this probably was) the point is I'm a veteran player and DM with decades of experience. I'm especially fond of Forgotten Realms, which is why I committed to Neverwinter more than the desician to try and loosely emulate the D&D mechanics.
 

sanquin

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Therumancer said:
--sniiiip--
Okay, perhaps 'roleplay' isn't the best word to describe it. What I'm getting at is that it looks like this game won't have any skill checks in it. No searching for things, no bluffing enemies into letting their guard down, no trap disabling, no using the terrain to your advantage, no dialogue options that take your conversation skills and charisma into account, no setting up camp to spend the night, no exploring caves that have no maps, you name it. It looks like this game will just be a straight up "get quest -> go to quest area -> kill enemies/pick up items in quest area -> go back to hand it in quest." Dungeons too look like they will be very easy to navigate, your path being very clear, and with fights not needing positioning or tactics apart from "the tank has to soak up the damage" and "casters should stay back."

And that's just not what D&D is. Or not what it was at least. If they had said "This game is based off of D&D." Or "It's set in Faerun." I would have been fine with it. But they specifically claim that Neverwinter will be a true D&D experience. And that's my problem with it. It's wrong to claim this game to be a real D&D game when it clearly isn't. It's only loosely based on it.
 

Therumancer

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cerebreturns said:
sanquin said:
Lyiat said:
On the subject of social interaction with the world, keep in mind that these things arn't really what D&D was designed to do. 3.5 was the best system for that, and skill checks were still kind of awkward to work out. 4.0 has backed away and focused more on the dungeon delving, making it fun for people of all classes. This game is based on the 4.0 system. That said, I will ask.

Also, its a f2p.
Sorry but that's just not true. D&D 4.0 only became more action-based and less social-based because it was taken over by another company. If you want to keep on playing the good old (3.5 and lower) style of D&D the makers of those series have continued as well, with an updated (and better imo) ruleset in Pathfinder. Which still focuses just as much on the social aspects as on the dungeon delving.

That being said, if it's based on 4.0 then we can be pretty sure that it will be a pretty generic action mmorpg. Standard style quests, basic action style combat, etc. Though from what I've seen the action style combat is at least done pretty well.

If this wasn't going to be F2P I wouldn't even consider trying it though...
The irony behind this statement is that D&D 3rd edition is pretty much considered by all other rpgs (palidum, shadowrun, vampire & nearly every other one) to be hack and slash with no social or rp elements in it.

So when 4th edition came out and 3rd edition people were crying hacking and slash...oh the hilarious hypocracy.

D&D rocks, I've loved all editions, I love other rpgs too.

If someone is too much of a crappy player (or dm) and limits themselves to rules then...why are they roleplaying?
Let's be honest, RPG fans are clannish and have been pretty much forever. Everyone has their favorite and a bunch of games they tend to pick on. As the most popular RPG out there D&D... *ANY* edition of D&D, will almost universally be picked on by people playing other RPGs as a way of touting the superiority of their system of choice, it's been that way since pretty much the beginning.

At the end of a day role-playing, storyline, etc... have nothing to do with the system, but the people playing. A system cannot make you a good RPer, and all games have their munchkins and moron hack snd slashers. Differant systems DO tend to advocate their own forms of elitism, but at the end of the day it all evens out and the truth is that the system doesn't matter in the end to how people play. You can be a good RPer with a bad system, or a horrible RPer with a good system.

When it comes to the merits of various RPG mechanic sets and how well they perform, it's a mixed bag, pretty much every popular system excels at something over others. It all depends on what you happen to value. It usually amounts to a compromise of simplicity vs. quality of results, and the number of options the system allows for at any given time. D&D tends to be very middle of the road when it comes to mechanics, it's easy to pick up and play, and can get fairly deep in terms of the results and what you do with it, but is neither the simplest nor deepest game out there so it's easy to pick on when you don't consider the big picture in terms of all the compromises it makes and how few things you can do with it, without missing a beat.

To be honest the worst stereotype out there about gamers in my experience tends to be aimed at RIFTS gamers (another game I love and have played to death) simply because it's a post apocolyptic setting designed to perpetuate intense conflict, where game balance was never a design priority. It has an overly simplified damage scaling system called "Megadamage" (which people mock) to differentiate it from normal damage. The idea being that you can beat a tank all day with a baseball bat and not do anything to it because the scale of the tank is entirely differant from the weapon being used, to hurt an "MDC" structure like that you need a weapon that does "Mega" damage. This then leads into super science where you have pistols that do MDC damage in everyone's hands (super science weapons, so your ordinary human is vapourized like being hit by a weapon in star trek). Characters can range from mere humans with a few high tech weapons braving this increibly hostile enviroment in an incredibly vulnerable state, to people playing pilots of building sized mecha, to dimension travelling demons, to full conversion cyborgs, and super soldiers, and crap that is so wierd I won't even bother to list it. It's scads of fun when done right and the understanding the GM has to impose some subjective game balance for the type of game he wants to run because "broken" does not begin to describe the character options (and sheer insanity of some of the enemies). At any rate this is the game everyone else seems to pick on due to it's unusual construction, with people talking about how you can say choose to play a dude in golden powered armor who starts with a rail gun capable of blowing apart multiple modern tank battalions with one shot at a 2 mile range, and nowadays that's actually considered to be pretty average (though it was the mosrt powerful thing in the basic rule book) in the overall scope of what's now availible as starting characters.

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Oh yes and one thing I will also point out in finishing, understand that D&D is a rules SYSTEM, to which you add a campaign setting seperatly. It's a set of mechanics for doing things. You can say play D&D in either Forgotten Realms, or Greyhawk, or if your feeling creative, make your own campaign setting. The thing is that games like "Vampire: The Masquerade" include a campaign setting in the core rules and the mechanics are based around how that campaign setting works. Vampire IS World Of Darkness, World Of Darkness IS Vampire, so to speak. Instead of just being a fighter in D&D which can then be applied to one or more fantasy settings, when you make a character in Vampire your choice of bloodline and everything has meaning within that world, complete with origins, history, guidelines, and usually a justification why it excels at doing specific things and isn't so good at doing others. That makes the character generation a bit more colorful and world specific, but it doesn't come with any guarantee of role-playing or abillity. Plenty of Vampire games basically amount to a bunch of teen/tween/collegiate nerds who wish they were goth hipsters running around wrecking havoc with little or no semblance of plot or havoc. In D&D you hear about how some guy has his 38th level Warrior/Cleric who dual wields major artifacts and rides a Tyrannasarus into battle, ruling a vast kingdom from his flying citadel... and really not much behind why the character did anything except beat down anything placed in front of it. In say Vampire The Masquerade you have guys who talk about how his character went on a raid against a bunch of elders, drank their blood after killing them, and then went on an insane killing spree of established NPCs before finally killing Cain in a straight fight. To be fair, some of the most inane fanfiction and such I've ever read has come from V:TM players, and the sad thing is many of them think they are good RPers just by playing the system, and having read some of the sourcebooks, when if anything they are worse than many of the people they themselves will make a show of complaining about. Being a munchkin hack and slash vampire isn't better than being a munchkin hack and slash archwizard, it's the same thing, just a matter of semantics and presentation.

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On a final note, for anyone who read this far, I'll actually amend my most hated (by the general community consensus) RPG. There is one I will not play but have laughed at a few times (though it is quite playable). If your ever in the mood to see unprecedented gamer hate and a quick ban, hop on over to RPG.net and tell everyone your a huge fan of, and multi-year GM of FATAL and need some new recruits to join your ongoing campaign.

F.A.T.A.L. stands for "Fantasy Adventure To Adult Lechery" and is actually a lengthy and playble RPG system which was intended seriously, yet has more tables (some quite insane) than just about anything I've ever seen. Last I knew it went free and has been being distributed over the internet (or at least one edition of it did, it's had multiple editions). It's not a porn game or anything, and takes itself quite seriously... but you kind of have to read it. It included such witty, realistic, and politically correct ideas of say getting a strength bonus for having a low IQ, being blessed by your innate "Retard Strength" (which is the actual game term).

To be honest I've never quite understood why it gets quite the level of legendary hate it does, not that I'd play it since there are systems I like more. I found a lot of things in it to be funny more than offensive which I think was the intent of some of the things included in the rules. The above "retard strength" for example seems like an attempt to playfully vindicate the stereotype of the 18/00 strength, 3 Int, barbarian thuggernaut that some people like to play in D&D games (being the big, stupid, incredibly strong barbarian can be fun, and quite funny if you do it right).
 

Therumancer

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sanquin said:
Therumancer said:
--sniiiip--
Okay, perhaps 'roleplay' isn't the best word to describe it. What I'm getting at is that it looks like this game won't have any skill checks in it. No searching for things, no bluffing enemies into letting their guard down, no trap disabling, no using the terrain to your advantage, no dialogue options that take your conversation skills and charisma into account, no setting up camp to spend the night, no exploring caves that have no maps, you name it. It looks like this game will just be a straight up "get quest -> go to quest area -> kill enemies/pick up items in quest area -> go back to hand it in quest." Dungeons too look like they will be very easy to navigate, your path being very clear, and with fights not needing positioning or tactics apart from "the tank has to soak up the damage" and "casters should stay back."

And that's just not what D&D is. Or not what it was at least. If they had said "This game is based off of D&D." Or "It's set in Faerun." I would have been fine with it. But they specifically claim that Neverwinter will be a true D&D experience. And that's my problem with it. It's wrong to claim this game to be a real D&D game when it clearly isn't. It's only loosely based on it.
Well, yes and no. It comes pretty close to 4E actually. You have to understand that with an MMORPG there is the need to have constant action and keep people entertained. It isn't like there is a live GM to set everything up for you, and lengthy amounts of downtime between each encounter just isn't fun int he sense of an MMO where you want to keep moving. It's far more doable in a PnP enviroment.

That said it's done a pretty good job of handling the concepts of "at will" abillities, "encounter" abillities, and "daily" powers (though instead of daily they rely on a charge bar) given the needs of the genere.

As far as the things you mentioned go, your more or less right, but more of that exists than you might think. In Neverwinter hit points don't generally regenerate over time (though some gear can do that), the only way to recover is at a campfire unless there is a healer with you. Most dungeons and areas include a campfire or two you can use, but in longer adventures and other regions you need to set up your own camps from time to time, and you carry items called "portable altars" to do this... it used to be a "portable camp" but they changed it for some reason.

Traps and things DO exist, but they are fitted into the enviroment in terms of pressure plates and various items you need to avoid. Their relative visibility (before you hit them) apparently depends on your type of character and skills. Each character gets a differant kind of skill like dungeoneering, thievery, etc... depending on class that determines what kind of crafting material you can find, but also includes things (by the description) like trap detection and the like. The traps don't change position, so once you know they are there, you can remember to avoid them on further visits to the same location, but going into a new area some characters are definatly better equipped to handle that than others.

As far as speech/bluff checks and such go, no, they don't exist, and wouldn't work in an MMORPG where content has to be kept parallel to be fair. Not to mention one or two bad rolls could do permanant damage to a character's progression compared to that of others conceptually. In actual game play you'd have to make it trivial to the point of not having it, or you'd wind up with people putting a hundred or more hours into a character and then getting pissd if they permanantly lose out on something from flubbing a speech check.

Now to be honest Cryptic HAS intergrated such systems after the fact, at least to an extent. In Star Trek Online they added a diplomacy (or marauding) rank based on the Duty Officer missions you run in that catagory. In certain missions having achieved a high rank opens up certain options that wouldn't be otherwise availible. For example in one mission at the beginning of the 2400 story arc, you wind up sitting around a table at DS-9 listening to all of the Alpha Quadrant factions argueing about what to do about the newest Borg threat. In that quest prior to gettint to that point you had the oppertunity to do favors for differant reps so you could persuade them to help you, but if you have a high enough diplomacy rank you can bypass that requirement through being a skilled diplomat, which is helpful if you couldn't figure out all the little errands/puzzles otherwise. There are a few other missions where it comes into play as well. It's not a D&D type "roll" thing though, it seems to be a pass/fail mechanic, either your an accomplished enough Diplomat or your not (determined by whether the option is grayed out).

I mention this, because it's possible it's something Cryptic could add to Neverwinter later on, no guarantee, and I doubt they are planning it, but if there is a demand for more social content and a skill system like that you'll probably see it. Over time STO did wind up adding substantial RP type sections to missions and even a few missions where you hardly ever pulled your weapon or revved up your ship's death rays of choice, though inevitably something combat related happens at some point (an old joke in STO is that you know the mission isn't done no matter how it looks if nobody died yet, since some missions can be deceptive that way).
 

Therumancer

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Filiecs said:
I've been following this a bit and it seems pretty interesting. However, I'd like to know about end game.
How much time have they spent developing end game?
What options do they have in place for player created content at end game, such as minigames or other challenges?
How many raids do they plan on releasing?
All in all, I'd like to know what their ideology behind end game is.
I can answer some of this. When it comes to the end game they mentioned while doing the gameplay video with "Total Biscuit" that they plan to add larger scale stuff into the game, but right now it's all 5 man stuff with the content intended to be fairly approachable to casuals taking about 45 minutes to an hour to run an instance... if I remember correctly. What we might see for raids, or when, is entirely unknown. One thing they DID mention specifically to Total Biscuit though is that while they have currently capped party size, their engine allows them to theoretically allow an unlimited number of people into a party if they so chose. To this means in the long run they have the basic tool in place where they could wind up creating 10, 20, 40 man raids if they decide to.

When it comes to player created content, there are limits to what I can say on the specifics, however one thing I remember them saying openly is that they intend the foundary to work similarly to the one for STO. This means what you can actually do with it is very limited in terms of adding content to the game. As you might know from STO you really can't create unique loot, give away items, or anything else that could signifigantly affect gameplay or balance. So basically Bob can't create "The Great Staff Of The Magi Give Away Adventure" or hide crap in a module to help twink his friends and hope it doesn't get caught during a review process. Basically foundry adventures can be fairly challenging, and have a good storyline, but aren't exactly intended for progression or loot accumulation. In STO they make them worthwhile by there being a quest through which you can get dilithium for playing foundry missions, as well as allowing people who play the missions to "tip" dilithium to the mission creator if they enjoyed it. I'd imagine a similar plan
is intended for the payout in Neverwinter.

That might disappoint some people (I know it does in Star Trek) but if you think about it, it's easy to see why it has to be that way.