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News & Features Discussion  » Neverwinter: Community Q&A #2 -- Give Us Your Questions!

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54 posts found
  Wizardry

Elite Member

Joined: 8/27/04
Posts: 6987

Perhaps tomorrow will be better.

11/03/12 10:59:31 AM#41

The real only feature i see making this game worth playing is the Foundry system,so the most important question would be ...........Q: Is there any or will there be any cost related to using the foundry system?Will there be any cost related to playing other players content?

How in depth are the TOOLS?Can you manipujlate stats or will  any mob you tie into a triggered quest remain static?IS there any form of video/animation possible in your quest creation,or is it simply a case of typed words telling a player to go do this or that?

One of the problems i have with this kind of system,it creates a very limiting system becuase no way can you have all that content in the game world,so it ends up being an all out instanced game,so wil lany player created content be allowed in the game world or only in instances?

http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w
Samoan Diamond

  ThomasN7

Novice Member

Joined: 3/17/07
Posts: 6672

"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus

11/03/12 11:02:04 AM#42
How much instancing will be in the game and how many will be able to group together in a party.
  gillrmn

Apprentice Member

Joined: 8/04/12
Posts: 251

11/03/12 11:29:30 AM#43
Originally posted by Wizardry

Q: Is there any or will there be any cost related to using the foundry system?Will there be any cost related to playing other players content?

How in depth are the TOOLS?Can you manipujlate stats or will  any mob you tie into a triggered quest remain static?IS there any form of video/animation possible in your quest creation,or is it simply a case of typed words telling a player to go do this or that?

One of the problems i have with this kind of system,it creates a very limiting system becuase no way can you have all that content in the game world,so it ends up being an all out instanced game,so wil lany player created content be allowed in the game world or only in instances?

Check this link for in detailed answers to these questions already been asked to devs on forum (and my thread there is stickied too, yay!!!).

To briefly say - foundry will be comepletly free except for number of slots which can be opened up by donations fro other players. That way good 5 star authors will get slots for free after they create some 5 star content. This is because on 1% of users actually use foundry so there should not be any barriers to them, according to devs. They do want some good content out there after all.

Players won't have to pay anything to play content - as I said they don't want any barriers on UGC.

You cannot control stats or loot to avoid exploitation. As Gamevetren said, truth's link to foundry contains a lot of video tutorials by devs in various conventions and in my opinion - it is very varied (but form your own after watching those).

Animations and SFX are possible but cutscenes may not be at launch (though engine supports them so this may change). You are free to place and model objects - only you can't modify terrain through mesh deformation yet - though you can modify it by object placement.

For now, foundry will be instanced and only the official areas will be open world. However, making persistant worlds is in wisjlist of devs and if they make it in game after launch will depend on what users/authors will demand.

p.s. No of slots in STO foundry are 8 which can be bought by Dilithium or Zen.

  Kellax

Apprentice Member

Joined: 11/04/12
Posts: 1

11/04/12 3:04:19 PM#44

When will the other core classes, specifically Warlock, be added to the game?

Also, in regard to the microtransaction service, can you provide mroe detailed information as to what will be available? Will we be able to purchase weapons, items, crafting components or will it be akin to DnD Online's extra classes and races?

And would it be possible to implement a deity powers system? This would entail the player either traveling to a particular deity's temple/shrine to gain a temporary bonus (deity based) or gaining a permanent bonus based upon worship of said deity? 

You could add a lot of depth (and content) by introducing deity worship, which would enable quests or possibly something even more epic. For instance, you could add a questline for Nerull to obtain a weapon or set of armor, but it would take you to the ends of the Earth (Neverwinter's most outer boundaries and a max level to finish), but you would also be able to complete the 'starter' quests at a very early level, such that when you profess your patronage to Nerull you are given temporary bonus that will last longer or become more powerful as you complete the questline or gain levels.

Or the end of the deity questline could end with a permanent bonus instead of a tangible (item based) reward.

And, of course, this would make the player carefully consider what deity he or she picks as a patron. However, the bonuses - if implemented as such - would have to be close enough that everyone wouldn't want to pick 'X' deity over 'Y' deity because of 'X' bonus. 

Another reward could be an item/weapon blessing that grants an extra effect.

Player1's sword occasionally infects targets with an effect/increases stat 'X'/instantly kills below 20%/etc... 

This would be based upon the deity picked as a patron.

 

  Osmanthus

Apprentice Member

Joined: 5/25/04
Posts: 96

11/04/12 7:59:09 PM#45

They said over and over you can’t have one quest “affect the outcome of another.” I think they worried about cheating..

Perhaps my question was unclear: the point of cookies is to get a weak sort of persistence inside a single module, not necessarily in different modules.  So, you can enter and exit the same module and there will be some memory of your past exploits.  So you could do stuff like gain rank in a castle guard or wizard school over a period of time instead of having to complete the module in one continous sitting.

  gillrmn

Apprentice Member

Joined: 8/04/12
Posts: 251

11/05/12 6:38:37 PM#46
Originally posted by Osmanthus

They said over and over you can’t have one quest “affect the outcome of another.” I think they worried about cheating..

Perhaps my question was unclear: the point of cookies is to get a weak sort of persistence inside a single module, not necessarily in different modules.  So, you can enter and exit the same module and there will be some memory of your past exploits.  So you could do stuff like gain rank in a castle guard or wizard school over a period of time instead of having to complete the module in one continous sitting.

Persistant maps like that are on wishlist of devs but will not be at launch (or soon after launch). However, it is possible that if you log out or loose connection while inside the map of the quest, you will start in that region after logging in.

(from dev reply and STO foundry's experience)
  wordiz

Advanced Member

Joined: 6/13/12
Posts: 481

11/05/12 6:41:28 PM#47
How much longer do we have to wait?

http://thewordiz.wordpress.com/

  masterluke83

Apprentice Member

Joined: 11/09/12
Posts: 1

11/09/12 11:50:23 AM#48
Many speak of "maximum 1-2 build" for each class at the launch of Neverwinter ... I want to know if, like in WoW and similar games, builds are actually very limited and the only variables related to the equipment, or if, in the tradition of D & D, in Neverwinter you'll be able to create at will many builds, mixing characteristic points, skills, feats, powers, and maybe even classes with multiclass?
  Presbytier

Spotlight Poster

Joined: 7/12/10
Posts: 426

11/11/12 8:19:08 PM#49
You have  said this game will release in  late 2012, but we are in November and have yet to even go into closed Beta. So, when will this game actually release?

"Never pay more than 20 bucks for a computer game."-Guybrush Threepwood
"I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me."-Hunter S. Thompson

  Kuinn

Advanced Member

Joined: 1/10/11
Posts: 2101

11/11/12 8:45:44 PM#50
Originally posted by Presbytier
You have  said this game will release in  late 2012, but we are in November and have yet to even go into closed Beta. So, when will this game actually release?

 

They have stated some time ago that the game will launch in the first half of 2013.

  gillrmn

Apprentice Member

Joined: 8/04/12
Posts: 251

11/25/12 8:54:25 PM#51
Originally posted by Presbytier
You have  said this game will release in  late 2012, but we are in November and have yet to even go into closed Beta. So, when will this game actually release?

They have never given any date but previous estimates of their schedule were delayed. These delays are seen in positive light as it meant getting more budget for their game (and thus they being able to spend more on the game). NW was considered dark horse at first but it was able to generate a lot of hype from PAX and E3. Earlier delay from earliest estimate was due to it becoming MMO from co-op.

Lastest approximate is beta in early 2013, still they have not released exact date - or mentioned which beta would be in early 2013 - closed or open. However, it seems less likely that they will get any more funds therefore delay from this approximate time is highly unlikely.

  cwliias

Novice Member

Joined: 11/18/08
Posts: 33

12/08/12 10:53:32 AM#52
sooo uh.... this ever gonna happen or... no?
  gillrmn

Apprentice Member

Joined: 8/04/12
Posts: 251

12/24/12 2:32:14 PM#53
Umm... so what happened to this? Were the questions sent?
  rojoArcueid

Advanced Member

Joined: 8/13/09
Posts: 5803

"It is double pleasure to deceive the deceiver". - Niccolo Machiavelli

12/24/12 2:50:57 PM#54

My question is: Will PWE / Cryptic give us gamepad support for those of us who enjoy the game's Action combat (fps aim) with gamepad? 

honestly thats the only reason i stopped playing RaiderZ from PWE and i wouldnt want to do the same with a good IP like Neverwinter. I just dont enjoy action games with a mouse.

 Other cryptic games like Champions online have full gamepad support and it works great even without the action combat. TERA did an excelent job with gamepad support.

 

EDIT: just saw the date and this is old... why bring it back? in any case, my question will be the same for Q&A #3.

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