Neverwinter : Beta Impressions from Total Biscuit

diabolus

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Ran into this, probably as good as preview as one can get of this upcoming game. Quite lengthy too, but i always like Total Biscuit's angle of these games, if he doesn't like something , he say so.


It actually looks like alot of fun. Definitely the action combat. Plus the world being Forgotten Realms (Baldur's Gate / Sword Coast etc) , can't wait for that.
 
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Despite it being LOTRO skin on Forgotten Realms, I probably will give it a go too. And now I find out it is F2P from the get go. So most definitely will play it. Interested to see where the money comes in ;-P
 
Despite it being LOTRO skin on Forgotten Realms, I probably will give it a go too. And now I find out it is F2P from the get go. So most definitely will play it. Interested to see where the money comes in ;-P

I think it will be similar to Guild Wars 2 cash store, if you look at the "Founders Packs" which you can buy already:

http://nw.perfectworld.com/founderspack

You will notice the things you get is most likely things that you'd typically buy in the cash store. Things like mounts, character slots, more inventory slots and extra races.

There's also the whole "pet system" aka "companions" that looks like it can be a big cash cow for them if they do it right. You can see parts of the pet system in the video and it looks pretty good. It looks like they took the "Henchmen" found in GW1 and went all the way with it. So the "pets" is not just cosmetic but actual combat AI which you can level,upgrade and skin. It already looked like the skins might be something you buy in a store.

Shrike said:
Despite it being LOTRO skin on Forgotten Realms,

I would more say it is a DDO skin on Forgotten Realms . It looks like Neverwinter is not going to be true open world like LOTRO. It's most likely going to be similar to DDO with the dungeons/instances . Maybe more like GW1.

The disadvantage is , you will do your "questing" on your own or with a group of friends and return to a "open world" hub to trade , which might make it feel more like a solo/small group and the "massively" in MMO would be missing. The advantage is, they can do more in an instance. Even DDO had it, the stories are more elaborate and alot more interactive possibilities (traps,secret doors, etc) within the "dungeons."

I mean their aim is to allow player content in the game afterall. They mention it there in the video where players can create quests and goals within the instances, something that is very difficult to do in a open persistent world. Will see how it will turn out though.
 
The player content sounds promising, will have to see how it actually plays out. I worry about the respec token thing. Looks like you buy em from the cash shop. I always worry before an MMO comes out how it allows a healer to solo. Do I have to respec every time I want to go from solo to heal mode?
I haven't read anything about the game, when is the release date?
 
The player content sounds promising, will have to see how it actually plays out. I worry about the respec token thing. Looks like you buy em from the cash shop. I always worry before an MMO comes out how it allows a healer to solo. Do I have to respec every time I want to go from solo to heal mode?
I haven't read anything about the game, when is the release date?

No official release date, they only said "Early 2013" . So my bet is somewhere in April/May. They are now busy with these beta weekends. The last beta weekend is March 22 . So i would guess an open beta might follow for a week or two in April before launch.

As for the class respec thing, i dunno, if they follow the traditional DnD standards , chances are they would not want to make it a trivial affair to "respec" . I assume a "respec" in the Neverwinter context is like a class reset, not just talent/trait tree reset. I might be wrong , but i doubt there will be the kind of flexibility we've seen in Rift and WoW with multiple talent trees which you just swop around to change your role. I just don't remember DnD ruleset to work that way. I expect more of a classic specialisation effect in your class, rather than everyone becoming hybrids (like we've seen in GW2). So i would be surprised if there is a "heal mode" and a "solo mode" to switch between. More likely, you will have a heap of circumstantial abilities and you will just put different spells on your actionbar based on your role.

Either way, i also know very little how flexible the classes will be in terms of their roles.
 
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In terms of player content, they call the designer the "Foundry", here's an overview:


Kinda reminds of how Turbine adds the "adventure packs" into DDO , now the community can do those. So you (the player) can open a screen and go do these community adventures.

It looks actually quite interesting to create these content and i'm sure Cryptic is ultimately going to rely on the players creating the content. And it is seriously awesome to be honest, you can create entire custom maps + dialogs + quests for your adventure and hook it into the "persistent" world for players . This is why the instanced design makes sense.

Doesn't seem too far off from Neverwinter Nights (the old PC game) where you also could create entire new adventures/worlds for players to download and play.
 
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Here's an interesting article on Massively which may of interest for us gamers who no longer have the time to do these 5 hour marathons, but rather want to play an MMO in meaningful "bursts" .

http://massively.joystiq.com/2013/03/06/neverwinter-days-the-allure-of-bite-sized-gaming/
Some of you are probably blessed with as much gaming time as you could ever want. Some of you might be like me, however, and exist on a very limited budget when it comes to free time to game. It's just how it is when you grow older, busier, and add more responsibilities to your life. There are only so many hours in the day, right?

When you have very limited play sessions -- and here I'm defining them as anything as small as a half-hour to perhaps two hours a day -- then you can't afford to waste time. It not only rules out very time-intensive activities like raiding; it means that when you log in, you're under the gun to get something substantial done in that period. It really does force you to reorganize priorities.

...
...

The core of Neverwinter is getting into the action quickly and painlessly. This could be solo, as in logging in to pray to your deity, running a solo mission, or doing a few quests. But it definitely is angled toward quick group content, especially with PvP, events, Foundry missions, and dungeon runs. The interface is set up to allow you to queue up for these and run them with either a PUG or your guild. It's the meat of the game, not the side attraction, and a vast majority of these experiences (again, from what I can tell) are not insanely demanding of one's time.


I definitely have a tendency lately to look into games that allow for these smaller play sessions and Neverwinter looks to be a great candidate for exactly that.

This is also exactly why i keep finding myself in games like Planetside 2, simply because i can play for 30 minutes and still feel i've achieved something.
 
100% Agree. DDO had the same, although the dungeon runs could take a long time. I am hoping that a beta client can be used to play the full game, it gives me a few weeks to download it ;-P
 
Can't seem to find ANY posts anywhere on any forums about the beta client used for release. Guess people don't stress about it much anymore, lots of bandwidth to go around.
 
So i had about 2 hours with the beta before the server went down, my thoughts.

The beta download is about 3GB, and about 500MB patch. Pretty small. The game also patch itself while you are playing.

Initially, the graphics wasn't looking that great, especially if you're coming from TERA or GW2. It's certainly not bad, the landscapes looks just quite good (see screenshots) , the character models definitely are not as vivid and "crisp" as GW2s . I am however feeling this game is running much smoother than GW2, i am playing it on max settings, so the lower graphical detail might help with low end PCs.

Now that said, the customization options in terms of looks are at least very varied. All the classic sliders are back, you know, breast size, waist to hip ratio , arm/leg/feet length and width and so on. There's even a slider for "nail length". So within your racial limits, you tweak a few things, but unfortunately you can't turn your Human into a Dwarf with the sliders. If you want to play a short character, you need to pick the correct race etc.

So far there's a bunch of races, Human,Elf,Half-Elf, Half-Orc, Tiefling, Halfling, Dwarf and more with a "coming soon" sign..i imagine they are hiding Drow for last.

Rolling up a character is classic DnD, you pick your class (only 4 atm) , Trickster Rogue, Devoted Cleric, Control Wizard, Guardian Fighter . I'm a bit vague with DnD classes at this stage so i'm not sure if the naming convention implies there can be other types of Rogues,Clerics,Wizards and Fighters as starter classes and whether you pick another "path" later on on the existing options.

From there you do the random dice rolling thing, which you can repeat until you get your primary stat where you want. You pick a deity , an origin story and off you go.

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Initially you do what looks like a tutorial, but it's in an open world area (there's other players too). You'll do the odd quest and basically be routed towards the big city. The starter city , which is clearly an open world hub for everything, is a good size. I did not feel i need portals to travel around the city, something GW2/Tera/Aion was overcompensating with having these mega cities that can be a pain to navigate imho.

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(View from the starter area towards the city, the floating island is also accessible via a portal)

Running around the town, all the usual things are there, bank, guild, mail , auction house, merchants, mount merchant etc. There's also the the job "board" which opens up the Foundry created content list.

My initial quest sent me into my first solo instance. It kinda works like Dragon Age, you walk out of the city gate and a world map will show. On the map will be markers you can teleport to based on your quest. So it's definitely similar to DDO / Guildwars 1 with the instances. Some "entrances" are in the town, some are outside etc.

Combat:
It's definitely action combat. It's not as slow as TERA, but work the same. You got a targeting reticule, you point your mouse in the direction of the mob and fire off abilities. You can press "Alt" and go into "investigation mode" which basically just gives you a mouse pointer so you can click on things (again, same as TERA).

If you are using an ability that explicitly needs a target, the ability won't fire unless the reticule is actually on a mob (reticule change red when on an enemy etc). Left and Right click have by default 2 abilities linked to it. There's a "dodge" ability linked to the "Shift" key and is based on your class, fighters will block, thieves will do their tumble, clerics do some sort of "slide" etc. To dodge you need action points, so you can't do it indefinitely, but on my cleric i could dodge 2.5 times before running out of action points (which regens quite fast). Dodging is not a "cooldown" ability, if you got the action points you can do it. I definitely enjoyed this dodge mechanism alot more than GW2s, it feels like something you -want- to do all the time and not a situational "once per fight" thing like in Secret World/GW2.

I rolled a Cleric on purpose to see what the healer class would be like, and i am so far pleasantly surprised. It's not slow, the "slide" dodge is impressive enough that i use it all the time. In other words, my Cleric is not standing still and spamming an ability while mobs are clobbering her. I started off with a spear throw magical ability (left click), which is kind like a instant cast damage spell and a type of DOT on the right click. The DOT will heal me (and everyone else) everytime i hit the enemy. So immediately the mechanic is obvious here. Up to lvl 6, i have yet to actually "heal self" directly.

The animations are nice and smooth, the jumping animation looks solid. (if you came from Secret World or LOTRO you'll know how bad jumping animations can be).

Overall, i'd say combat is leaning towards a Diablo-esque feeling (you will be clicking alot) , but with a bit more of a close up dodging affair. Enemies will do the "pre-warning" thing with a circle/shape on the ground (same as in GW2) and then you need to move.

Character Leveling/Building:

Up to level 6 , not much happened here. I automatically gained my powers (no trainer or selection). There's a few power "trees" which seem to be situational. So you get your "At Will" tree, which is the powers you can do anytime, anywhere (usually the ones on your mouse buttons). There is a "Class" tree, with class specific powers (not sure how this differs from the At-Will) , also a "General" tree with your racials and so on.

Then there is the "Daily" tree, this is abilities that seem to be based on a little square thingy on your HUD that fills up. I'm not sure if it's actually just a timer or whether something else fills it up faster (i.e. being in combat) , needless to say, it fills up, once it is full you can use one of your "Daily" abilities which are something much bigger than your usual abilities. In my Cleric's case it's an angel coming down and slamming the mob to the ground for alot of damage. Even though the tree says "Daily" it's certainly not a real "day" , i could use this multiple times in a dungeon run.

The last tree is the "Encounter" ability tree. I'm not quite sure how it differs from "At Will" abilities, but i suppose it only works in dungeons? So my first AOE is an encounter ability and well, it's instant cast, 5 second cooldown and i could use it all the time (in combat).

These trees don't leave you much choice as far as i can tell, you get an ability at lvl x and it unlocks and so on. I didn't see a split in these trees yet.

Now the customisation seems to come under the "Feats" part. There you can definitely choose a path and specialise. Kinda like becoming a different "type" of Cleric. On my Cleric i spotted 4 paths. I'm not quite sure if you get actual abilities here , but the first few blocks seem to primarily improve specific abilities or related stats. Example is on the healing path there is one can turn a single target power into a multi target power etc.

It doesn't seem too complex, like Rift. You most likely won't be switching roles on the fly either (or rather i didn't see a "make a new build" feature). I got no idea how flexible the feats are in terms of setting/resetting. That said, it does seem more interesting than GW2, where i wasn't seeing character progression past lvl 40 in terms of powers.


The content:

So here i think is where the make or break is going to happen. The combat,classes,graphics,ui and all that is imho all pretty solid, i really can't complain about it.

The initial quests were all typical MMO affair, fetch this, kill 10 rats etc. The combat being actiony is certainly making up for quests being nothing new. The main NPCs are all voiced, and a nice feature, you can continue listening to them after you already left and accepted the quest. I feel the NPC interaction is better than GW2, in terms of how the dialogs look and work. The actual quests and what they say is still debatable whether people are going to read it, so far i didn't feel the quests or story was any more or less interesting than standard MMO.

However, i immediately made a bee line for the Foundry content . Seems there's already a whole bunch of things created by enthusiastic users. So i figured i'll see what this will feel like. I picked an adventure on the list which seemed to have a good rating and went to a NPC in town to get instruction . You can immediately see someone else wrote the quest text and dialog text , the style being different. The particular author being more of a story writer or dungeon master writer. So ironically i was prone to read the text more. I jumped into the instance , which was in a forest. I can see users can do alot of interesting things if they want. They do NOT have to do alot of combat even! I see the foundry rate the user content in terms of length and how much combat is in there.

Anyway, when i first entered this forest, there were things laying around a campfire and i could "interact" with these items to get a description of what might be going on. So a few combat sequences followed, and then some more things to investigate and so on.

It did feel like a DDO instance, but with a totally unpredictable story and direction.

I think the Foundry will be brilliant in a group and even solo , granted enough users create content and be good at it. This particular adventure, i do not know how much was "template" and how much was custom made, but i certainly did not feel it was low quality.


For a FREE Game, i definitely like it, it feels quite polished in beta.

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(This is how your character looks in the game up close and in the in-game sequences)

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(This is the foundry interface, with some user content already)

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(In town, with other players, looks typical MMO).
 
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Also just a few more things i've noticed.

Alot of emphasis on "cosmetics" . You can dye stuff, you can change their appearance (almost like the Transmute thing in GW2). You have a cosmetic wardrobe, which seems to work similar to DCUO/Secret World where you pick up items and it will be another option on your drop down for that specific slot on the cosmetic wardrobe screen. (At least so far, since i couldn't find my cosmetic items anywhere in my inventory after i got them, and only found them on the drop downs). Since you can be in your cosmetic look in combat, they already got GW2 beat here with this.

I don't have a mount or companion yet, so can't comment. The companion part looks to be a pretty big thing, so where your own class leveling might be less complex , the addition of a companion that also levels and gain abilities makes a difference.

There's also PvP Arenas and other quest "events" on times at the top of my screen, haven't done any of that. It looks like global events, but it will learn about that later.

There is crafting too, i'm not sure how and where and what . I just know i've been picking up a ton of items described as "used by leatherworkers" or "used by all crafters" etc.

There are also these things called "Kits". Kinda like "Lockpicks" and then based on your Lockpick ability (or the power of the Lockpick Kit) you will break lockpicks or not to open locked chests. So to "harvest" plants in the dungeons, or "mine" or "read arcane stuff", you need these kits. Anyone can do all of these, but you need the specific kits to "harvest" specific nodes. And i suppose you got better kits which is more expensive and so on. Not too far from what GW2 have, but i think the Neverwinter Kits will be a little more important , where in GW2 i used to buy like a 100 pick axes and 100 of each and entirely FORGET about them until they run out.

Even though they call it say "Dungeoneering Kit" , the fact that i seem to get ore out of the "node", made me feel it's just another term for "Mining Kit" and so on. So it's a harvesting mechanic as far as i can see.
 
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Having a quick tour of the classes, i must say, the wizard is pretty fun. It just feels fast, it can also do like 3-4 dodges (teleports) until it's stamina is depleted . So the class feels even more manoeuvrable than the cleric.

The fighter on the other hand, not that interesting for me. I usually play melee classes, but at this stage, compared to Cleric and Wizard, not that exciting. Well initially anyway. The rogue is combination of melee and ranged, but oddly enough can't dodge as often as a Wizard, but the rogue seem to attack quite a bit faster.
 
Wow! Thanks so much for the write up, that must have taken a LOT of time. So far the most impressive thing for me is the Foundry. Being able to play new stories and quests made up by other people is going to be pretty amazing. Did you get xp/loot from these Foundry quests?

Seriously considering buying the medium founder pack, not for the beta, just to have the goodies. I can see myself getting severely irritated with the downloading content as I play. At a max of 80k/s, having to wait is going to make me unhappy. I probably will try and find someone that has the whole thing and get it from them ;-P

I hope that they put an option somewhere that allows you to download content while you are not playing, so that I can build up the data while sleeping.

Will have to wait and see ;-).

Any word on how long the founder packs are going to be available for?
 
Wow! Thanks so much for the write up, that must have taken a LOT of time. So far the most impressive thing for me is the Foundry. Being able to play new stories and quests made up by other people is going to be pretty amazing. Did you get xp/loot from these Foundry quests?

Seriously considering buying the medium founder pack, not for the beta, just to have the goodies. I can see myself getting severely irritated with the downloading content as I play. At a max of 80k/s, having to wait is going to make me unhappy. I probably will try and find someone that has the whole thing and get it from them ;-P

I hope that they put an option somewhere that allows you to download content while you are not playing, so that I can build up the data while sleeping.

Will have to wait and see ;-).

Any word on how long the founder packs are going to be available for?


Nah, i was writing it while waiting for server, maintenance again :( .

And yes, you get loot and xp in the Foundry quests. I haven't been really tracking what exactly i am getting, but so far not anything ground breaking, mostly gold , materials (harvesting) and quest items.

As for the founders packs, i got the medium one ($60) , figured since i haven't paid for a game in awhile, might as well be my $60 for now. No idea how long it will be available for, most likely at least until the last beta weekend (which 22nd March). I will look if i get any extra beta keys , but haven't seen anything yet.

As for the data downloading, i am not sure whether they download maps/content in the background like what GuildWars did. I only saw them "patching" (there will be text on top saying "patching x Files" ) and it will finish while i zone. I definitely didn't notice anything significant download while i play though. I'm not even sure if every foundry adventure pack is downloaded when you use it the first time or whether it's patched in, since i didn't notice anything download with the one i did. I guess it depends on what the player did in the adventure, but i have a feeling everything is pre- existing assets, just arranged differently.

The foundry forest "zone" i played was relatively small, reminded me of exactly what Bioware did in Dragon Age 1 / KOTOR , having alot of invisble walls and zones looking larger and more open than they really are . So even though you are in a forest, there is still paths you need to follow like in a dungeon, despite it looking like an open forest.

Either way in terms of the classes, i must add, i did not see any super huge differences in gameplay mechanics between the 4 classes. By that i mean, i did not see any elaborate "energy points for rogues" and "mana for mages" and "rage meters for warriors" , if you know what i mean. Rogue's knife throwing ability does have "charges" which regen , but it seems primarily to prevent spamming the ranged attack on the right click.

In other words all classes uses a similar "energy mechanic" .


Oh here i am in a player created adventure (notice the dialog screen):
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...and there's traps, and only rogues can disarm. Was doing a dungeon with a rogue, by coincidence and this dungeon was littered with traps. Luckily the rogue was there to disarm them. So there's some group dynamics going at least.

Also clearly areas are downloaded the first time you enter them. So probably no downloading while you play, but you might want enter an area solo first , or else the party might be halfway through the dungeon if your download goes slow. Luckily it seems like very small downloads.


Anyway, after a few more hours. I must say, this is a very casual friendly game. This does not feel like a very complex game , it's nowhere near DDO class-crafting complicated , and more aimed at getting in there rather than pouring in the forums over finding a "build" . Some may like it, others won't like the simplicity, but even in DDO, i distinctly remember ending up with 1 build that everyone used and you played the same regardless. Unlike DDO / Rift (both having a zillion skills and build combinations) , it seems with Neverwinter you can easily "jump in and play" . The longevity will largely depend on the Foundry content imho, without it, it's a 2-3 monther.

I might be wrong, maybe it gets more complicated later on, but up to now, i did not have to make one single power choice other than which ones to put on my action bar (you can't put them all there as far as i can see, but i didn't see any restriction as to when you can swop abilities).

In other words if you are looking for a Dungeons & Dragons game for the deep class building and ADnD ruleset complications, i don't think you will find it in Neverwinter. If you simply like the lore and the world/theme combined with a relatively casual action-rpg combat feel, then there's a better chance of you enjoying it.
 
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