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If you learn the timing of attacks (and compensate for lag), you can block nearly everything, especially once you learn your block attacks. As a guardian fighter, I almost never need any potions at all. |
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[General Article] Neverwinter: Open Beta Diary #1
News & Features Discussion « General Discussion 4/29/13 8:30:49 PM
People sure like to make things up.
The suggestion that it's based on D&D Next is bafflingly false. Either someone is telling a blatant lie or is making bizarre guesswork. Anyone can sign up for the playtest. See for yourself.
One-to-one? You've either never played 4E or never played Neverwinter. The mechanics in Neverwinter are very loosely inspired by 4E. |
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[Dev Journal] Neverwinter: Crafting Professions Shine in New Developer Blog
News & Features Discussion « General Discussion 4/18/13 2:33:43 AM
Are you sure your zen is being converted to AD and not traded for AD? The guy you're responding to is saying that buying AD with zen doesn't generate new AD. He isn't saying that it's impossible to obtain AD using zen. I didn't test this myself, but isn't it supposed to be like GW2 where you are essentially buying in-game money from other players? In GW2, gold isn't generated when you buy it with gems. In fact, a large percentage of it is deleted in the transaction. |
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[Dev Journal] Neverwinter: Crafting Professions Shine in New Developer Blog
News & Features Discussion « General Discussion 4/17/13 9:47:57 PM
Guys, do you not see "Dev Journal" right at the top? This article is written by Cryptic. That's... That's the entire point of it. Cryptic has opted to put their information here first. It's a developer blog. Developer blog. If MMORPG.com let Cryptic upload a new exclusive trailer, would you guys complain about that, too? This is the same thing. I don't know what's wrong with some of you. |
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[Dev Journal] Neverwinter: Crafting Professions Shine in New Developer Blog
News & Features Discussion « General Discussion 4/17/13 6:11:55 PM
Do you guys not realize that if you pay to shorten the crafting time, you'll be selling the finished good at a loss? Most people would prefer to wait out the duration, so waiting becomes the standard for pricing. Paying AD doesn't help you "win" if winning is making money. |
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[Preview] Neverwinter: Character Progression & Crafting Preview
News & Features Discussion « General Discussion 4/16/13 4:43:37 AM
You still need the materials. I don't see how adding a time cost and removing the need for a workstation makes crafting any easier. It's not engaging, sure, but that doesn't mean it's any easier than your average crafting system. |
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[Preview] Neverwinter: Character Progression & Crafting Preview
News & Features Discussion « General Discussion 4/15/13 8:30:54 PM
I'm very much a fan of time-based crafting systems such as the ones present in EVE and YPP. Requiring a cost (such as time) other than the base materials results in the crafted goods being worth more than the sum of their components. When you buy a crafted item, you're paying someone else to wait out that amount of time for you. If you spend astral diamonds to skip that time, you're going to be crafting at a loss. The patient crafters, however, will more than likely profit. Trust me, timesinks are very, very good for crafting. |
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[Column] Neverwinter: What It Is...and Isn't
News & Features Discussion « General Discussion 4/08/13 8:41:53 PM
I'm more concerned about that ridiculous pronunciation. |
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[Preview] Elder Scrolls Online: Crafting in Tamriel Revealed
News & Features Discussion « General Discussion 3/21/13 7:22:11 PM
Unless there's an effort cost of some kind, the value of crafted goods will always be less than the sum of their components. This means that only at the very highest level of crafting (and even then only if it's very difficult or tedious to reach the highest level) can crafting be profitable. It will instead be a huge moneysink for everyone else. You essentially have to pay large amounts of gold to grind your skill level up before you can make any profits. In many games even the top crafted items have very little value, leaving value only to rare recipes. That's not fun at all. An effort cost can be anything from time (hours or days rather than a second or two) to some sort of skill challenge or puzzle. There has to be something to limit the instantaneous mass production of goods. |
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Grind can be defined as work toward a reward without fun.
Add fun and it's no longer a grind. Remove the reward and it's no longer a grind. Remove the work and it's no longer a grind. The difficult part here is fun. Fun is the best way to get players to play your game, but rewards can be used to entice players to play when fun doesn't exist. However, this creates a grind, which can cause player burnout. When a player is burned out on a game, that player is less likely to log on again each day. For most games, rewards are completely unnecessary, but with MMOs where players expect and are expected to play for months or years, it can be difficult to keep a game fun, causing developers to look to grinds to keep people logged in. |
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[Interview] Camelot Unchained: Mark Jacobs On Subs, RVR, and Sandboxes
News & Features Discussion « General Discussion 3/16/13 4:21:09 AM
You're really going to ask someone to find you entertainment cheaper than a subscription service in a discussion about pay-to-play versus free-to-play?
Flawlessly executed strawman. |
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[Preview] Marvel Heroes: A Deep Dive Into Marvel Heroes
News & Features Discussion « General Discussion 3/15/13 11:08:01 PM
No, it wouldn't be very exciting to you, but it would be pretty exciting to the player who created 'The Herk'. The Marvel universe is absolutely drenched in superheroes. Creating your own character is significantly more immersive than allowing an entire team of the same character. |
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"Ask us Anything" questions and concerns.
General Discussion « Elder Scrolls Online 3/12/13 5:30:36 AM
This is probably the worst thing of all of them. This means that in any "serious" fight, you will need to soft-lock your targets. The whole bit about "facing your target" sounds like you only need to be looking in their general direction. This doesn't sound at all like action combat. You have to face your target in WoW, too. I'm not crazy about the GW2-style dodging, either. It means that most damage will be completely unavoidable.
I'm not sure why they shy away from targeted heals. They could have made healing so much more interesting if you actually had to aim your heals. A skilled healer could have been noted in his/her ability to land heals on specific players in the heat of large battles, even with everyone moving around. I can't help but feel like they're trying to take a cue from GW2 where one is completely unneeded. GW2's lack of targeted heals made sense because they were actually trying to prevent healer from being a viable role.
At this point it seems like they're copying GW2 for the sake of copying GW2, but the wording makes it sound like the skills on a "Restoration Staff" will be the same regardless of your class. It's hard to say if that's better or worse at this point. |
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The best argument in favor of autofollow is so you can go to the bathroom while another player continues to run you to your destination? That's it? If that's the best you can come up with, then my vote is a resounding "NO". You don't need something to automate any aspect of the game, and that includes traveling. What do you do when there are enemies around? What if you're in a dungeon? You wait. There's no reason you need some special command for walking around while AFK. This isn't even about botting. It's about laziness. You don't need macros, and you don't need autofollow, especially not for combat purposes as the OP asks. |
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Review from old school D&D fan and MMO veteran
General Discussion « Neverwinter 3/09/13 7:19:06 PM
These so-called "D&D purists" should probably think for a moment what D&D is actually about. You think it's about the "complexity"? The classes? The alignments? Turn-based combat? The specific list of skills each class gets? Ability scores? Feats? What? If you take any one of these mechanics and replace it, you won't have changed the core of the game at all. We can change the setting of a 3.5 campaign from Forgotten Realms to Star Wars, and you know what? Even without the same classes, skills, feats, and other mechanics, it still feels an awful lot like D&D. We could play AD&D, and... yeah, it still feels like D&D. We can completely change the rules of combat (change the way dice are rolled, replace the dice with some other mechanism, play a physical game instead), and still retain that D&D feel. Is the transition to realtime really a factor? Surely a game can feel like D&D without turn-based combat. The core of tabletop is in two things: dungeon-crawling and storytelling. By level 10, Neverwinter has more dungeon-crawling than any other MMO I can think of, and with fairly well-written quests, scripted instances, and, most importantly, the Foundry (which, using dialogue options and trigger items, will allow an incredible amount of complexity), I think the storytelling will be quite strong. |
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Awesome "first-time-impression"! What's the catch?
General Discussion « Neverwinter 3/09/13 7:53:45 AM
Someone's not familiar with 4E... Classes, combat systems, and even alignments aren't truly the core of D&D. There are two things that (to me) make D&D what it is, and those things are storytelling and dungeon-crawling. Neverwinter has those in abundance. I think the Foundry is the thing that will make this feel more like a D&D game than any other MMO. I've already seen people recreating campaigns they used in P&P. |
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Awesome "first-time-impression"! What's the catch?
General Discussion « Neverwinter 3/09/13 7:13:41 AM
Oh. That's weird. It worked for me... :[ |
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Awesome "first-time-impression"! What's the catch?
General Discussion « Neverwinter 3/09/13 7:12:33 AM
I addressed your other 'concern'. I don't consider it a negative. Neverwinter is D&D, and D&D is about the dungeon crawl. I'm actually impressed how much the game feels like the Neverwinter Nights games in spite of the fact that combat is so different. The reason is the focus on instances and mini-dungeons. I can't think of too many games, especially MMOs, that aren't super easy from 1 to 15. Can you? |
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Awesome "first-time-impression"! What's the catch?
General Discussion « Neverwinter 3/09/13 6:05:07 AM
Are they out of keys or do you not know the answer? They email you a code you redeem on the official site for beta access.
Of course it's easy. You expect epic challenges from level 1? We haven't seen much of anything beyond level 15, so it's still too early to make the claim that it's too easy. I don't understand why this complaint comes up so much. "Man. These tutorial mobs are dying in two to three hits! This game is for casuals!" One way or another Neverwinter is about the dungeon crawl. It really wouldn't live up to its title if it was any other way. |
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Awesome "first-time-impression"! What's the catch?
General Discussion « Neverwinter 3/09/13 4:37:47 AM
Yes to both questions, actually.
As early as you want but I think the first group-oriented dungeon is at 15. |
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