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Opinions--Heroes of Neverwinter FB game
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<blockquote data-quote="Saagael" data-source="post: 5682224" data-attributes="member: 84839"><p>I saw this game demo'd at San Diego ComiCon and was super excited for it. It's probably the most excited I've been for a D&D game since Neverwinter Nights. It looked like a solid game, with a good D&D, specifically 4e, feel. You could pick it up whenever, play through a few dungeons with friends and be done.</p><p></p><p>Now I don't have a beta key, though I have been keeping track of the updates and comments on it. And I am quite saddened and unimpressed by the recent changes. I understand its still in its beta phase, but the inability to fix serious errors really hampers the ability for testers to, y'know, actually test the game. I'm talking about how all attacks will always hit, most of the time critting and dealing max damage. Monsters also always win initiative, meaning the party is hit for tons of damage before they can even act.</p><p></p><p>Another issue that hasn't been addressed is that fighters are near useless. With the "Always hit" bug, their high AC is voided, and there are no mechanics for OAs or Marking in the game, making their entire role useless.</p><p></p><p>There's also the problem that hiring recruits to go into dungeons often costs more gold than the dungeon rewards, meaning you're forced to use friends' characters for partying, bringing up the #1 problem...</p><p></p><p>... There are 6-hour cooldowns on using friends to do a dungeon. This limits people to playing MAYBE once per day if they're casual players who don't want to add a bunch of strangers on facebook to play a game. For a computer game version of a social RPG, built on a social networking site, the devs are REALLY doing a lot to make this game absolutely not social at all (that doesn't even include the energy limits on adventuring).</p><p></p><p>Again, just my opinions as an outside observer. I originally had high hopes and thought it would be an awesome game. I'm reserving final judgement for when its released, but I'm wary.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5682224, member: 84839"] I saw this game demo'd at San Diego ComiCon and was super excited for it. It's probably the most excited I've been for a D&D game since Neverwinter Nights. It looked like a solid game, with a good D&D, specifically 4e, feel. You could pick it up whenever, play through a few dungeons with friends and be done. Now I don't have a beta key, though I have been keeping track of the updates and comments on it. And I am quite saddened and unimpressed by the recent changes. I understand its still in its beta phase, but the inability to fix serious errors really hampers the ability for testers to, y'know, actually test the game. I'm talking about how all attacks will always hit, most of the time critting and dealing max damage. Monsters also always win initiative, meaning the party is hit for tons of damage before they can even act. Another issue that hasn't been addressed is that fighters are near useless. With the "Always hit" bug, their high AC is voided, and there are no mechanics for OAs or Marking in the game, making their entire role useless. There's also the problem that hiring recruits to go into dungeons often costs more gold than the dungeon rewards, meaning you're forced to use friends' characters for partying, bringing up the #1 problem... ... There are 6-hour cooldowns on using friends to do a dungeon. This limits people to playing MAYBE once per day if they're casual players who don't want to add a bunch of strangers on facebook to play a game. For a computer game version of a social RPG, built on a social networking site, the devs are REALLY doing a lot to make this game absolutely not social at all (that doesn't even include the energy limits on adventuring). Again, just my opinions as an outside observer. I originally had high hopes and thought it would be an awesome game. I'm reserving final judgement for when its released, but I'm wary. [/QUOTE]
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