So who's playing Neverwinter

Thus far, I've been enjoying it. The Foundry is probably the only innovation that has truly blown me away, but the rest of it does feature quite a number of nicely executed minor features. The combat is very nice, for an MMO - you have a pretty efficient handful of powers, rather than the screenful that crops up in other MMOs, and you combine that with very dynamic real time action, as you can manually dodge and evade enemy attacks if you watch them carefully.

Now, that isn't anything new on its own - Guild Wars 2 was quite similar. But it felt much clunkier in Guild Wars 2 - in this game, at least for my Fighter, the rhythm of dodging and repositioning seemed to happen by instinct. It is fantastic to watch my dwarf go toe to toe with an ogre, constantly hacking away at his feet, dashing behind him, leaping away from his smash, and emerging from the fight with a feeling of truly having outfought the foe.

Also, after Guild Wars 2, having dungeons that were gorgeous and functional (at least, based on the one I've seen thus far) was a very nice welcome, and the ease of joining up for skirmishes and dungeons was handy. Similarly, being able to run around questing without having to fight over mobs along the way.

That said, the questing - at least at early levels - has been a bit mindless. The Foundry does help with that, though - I've only played a few player-made quests thus far, but they have been quite solid in the story and interaction department. And to an extent, I like having both as options - I can go blitz an area and run all the related quests when I just want to get levels and loot (possibly hopping in some queues for skirmishes/dungeons/PvP along the way), and when I have the time for a more elaborate activity, I can go on a foundry quest.

And, while somewhat mindless, the quests and monsters aren't entirely lacking in flavor. I ran into some kobolds in the sewers early on, and went chasing after a few that fled when they saw me - and, of course, ended up stumbling into the brutal regiment of traps they had cleverly led me into. I moved a bit more carefully from there on - and I liked that while my character might notice some traps based on their own perception (and highlight them in red to avoid), I could also keep my own eyes open and often see the pressure plates or other indications of where a trap would be, and avoid them entirely based on my own awareness. I like how they've handled traps - as well as secret doors and other surprises that can yield rewarding treasures when you find them.

Meanwhile, for a Free to Play MMO, I've been very impressed by it in comparison to others I've played. I tried out D&D Online, previously, and while I liked the game, I definitely got to the point - not too many levels in - when I felt the need to either spend money, or group up - in order to get any farther. With Neverwinter, it actually feels like a complete game without ever needing to spend a penny. That is far more a concern to me than whether someone can 'Pay to Win' and power up by spending lots of cash - if that is what they want, good for them! But it doesn't affect me either way.

Also a highlight thus far: Professions. I've grown to hate the standard MMO profession approach, of sitting in front of the screen watching a bar fill up as you process a ton of meaningless actions. (Tear up shirt into scraps, turn scraps into cloth, turn cloth into new shirt, tear up shirt and continue, etc, etc, etc.) Instead, in Neverwinter, you train and hire workers to do that for you. You simply assign them tasks - which you can do at any time (even from your web browser when not logged into the game!) They spend some amount of time on those tasks, and you gain rewards for them doing so, and level up your profession skill while you are at it. Simply easier, smoother and less intrusive than most other MMO crafting systems.

In many ways, that sums up what I like most about the game - it does feel like it has taken elements from other MMOs and refined them. It is easy to play - not necessarily in that you will overcome all challenges without difficulty, but in that you can avoid many of the usual frustrations of MMOs - the mindless grinding, the needless busywork, and all the other minor bits of tedium that mainly seem there to keep you tied to the game.

The areas where I have been a bit less impressed:
-Travel. Zones are pretty easy to navigate and get to a gate that will let you fast travel elsewhere, but I do miss having a hearthstone or other instant-teleport available for when needed. Teleport scrolls do exist, but are consumable, and while not expensive, they aren't exactly cheap either.
-Class Options. Not a huge selection right now - but then, it is still in beta, and they can easily add more as they go, so I'm not really holding this against them.
-Character Customization. Upgrading powers and spending feats is, in this, pretty much standard 'incremental bonus' MMO fare. I'd have liked something a bit more robust.
-Currency. Once I got used to it, it hasn't been too problematic, but having a half-dozen different forms of currency (gp from monsters, astral diamonds for the auction house, zen for real world cash, tokens and insignias for bounty hunters, glory for pvp, etc.)
-Visuals. This isn't to say there is anything wrong with the game appearance - the graphics seem solid. But the visual design of the open world is not particularly inspired - in large part because we are just seeing another usual fantasy environment with usual fantasy monsters roaming about. After Guild Wars 2, which had some stunningly scenic vistas and landscapes, the difference was noticeable. What I did find especially odd, though, was that the one dungeon I've been through was a surprisingly majestic place, as we passed from the normal corridors of the tower into elaborate labs filled with colorful equipment - and then into underground caves in which gorgeous plants and crystals were grown by the tower mages. The scenery in the dungeon was excellent. Similarly, the main city is a vibrant, colorful place, which did make them rest of the questing areas around it - at least the early ones - feel a bit humdrum in comparison.
 

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Wow, that is a thorough review! And not very flattering for Neverwinter either, much the opposite actually.
I should probably have a TL;DR at the beginning. (I think I’ll edit one into my post above.)

Yeah, it’s not very flattering. During my editing pass I seriously considered revising it to be a little less harsh. Especially since I am enjoying playing it, or at least I’m enjoying myself with a friend. We managed to get a few hours in and hit level 7 together and I’m looking forward to tonight where we get to invest a few more hours into the game and should be able to rush into the mid-teens (at least). But this is someone I’ve happily spend hours with playing Warcraft, Torchlight 2, or Diablo (or City of Heroes).
However, we game weekly and tend to play to completion (or boredom) and then move on. I imagine once we hit level 60 we’re very likely to feel done with the game, uninstall, and never look back. Unless the Foundry really sinks its hooks into me and we decide to do an entire fan-content playthrough.

That said, I’m about done with single-player play. With a friend things go faster and boss fights are easier so I spend less time noticing the little problems, like the inability to attack while moving, outdoor zones where you can’t take 5-steps without aggroing, the slightly imperfect hitboxes.It’s not that my problems aren’t there in multiplayer, it’s just that there’s less time for them to occur so I see them less frequently and are thus more easily ignored.

But no matter how much fun I’m having with a friend (for now), I have to review the game for what it is. I have to look for innovation and the execution. And I have to compare it to other MMOs and hack-and-slash video games.
I can see some of my problems being fixed quickly (some of the balance, most of the Foundry glitches, level restrictions on quest gear, losing treasure by accidentally escaping), and even some of my complaints that require larger changes (swapping feat talents for real feats, more class powers for real build diversity, tweaked hitboxes, removing identify scrolls) should still be possible if enough people complain. But at this point it’s too late for them to add different storylines for repeat playthroughs: if they do add content it will likely be for the endgame.
Even when compared to other games of the same type, Neverwinter seems a little content-lite.Recent ones tend to retain the single play-through story but frequently have random events and sub-quests to add some diversity and there are randomized world bosses and unique creatures. While I was happy to mindlessly blow through Dark Alliance three times with a friend at varying levels of difficulty, that was back in college and there were numerous bowls smoked to help ignore the story repetition (plus randomized dungeons IIRC), and that was well before being spoiled by the endless content of more recent games.


 

[MENTION=61155]MrMyth[/MENTION] So how does the Foundry work? Do you click and drag a bunch of terrain elements and just add monsters? Or can you write dialogue trees and script events to trigger on certain conditions? And can you make cut scenes? Just how powerful is it?
 

<!-- BEGIN TEMPLATE: dbtech_usertag_mention -->@MrMyth<!-- END TEMPLATE: dbtech_usertag_mention --> So how does the Foundry work? Do you click and drag a bunch of terrain elements and just add monsters? Or can you write dialogue trees and script events to trigger on certain conditions? And can you make cut scenes? Just how powerful is it?

You pick established maps or you can kinda build your own by dragging and dropping things like terrain (rocks and trees) for the outside or rooms for dungeons.
Building dungeons did not work for me the first couple times I tried (at all) but seems to be working now and is pretty slick. You line-up rooms and hallways by potential doors and it fills in any space that's not a door.
And you can decorate adding items and decorations. Or traps.

You can't do cut scenes or any scripting, just some pre-programmed stuff (spawning monsters, dropping quest items, etc).

You can add encounters but not individual monsters. Basically the monster encounters are pre-built and have a set difficulty (easy, standard, or hard). And you can't add bosses (solo monsters) yet.

But you can do dialoge trees quite easily.

There's a bunch if tutorial videos out there on YouTube already. Check some out.
 

Got to level 15, so I can try out the Foundry. Hurray! (Right after I post this, in fact.)

But I do have a couple of questions. My character has died several times, and a message usually pops up after I've respawned at a campsite saying that I've been injured. But the character is at full HP and doesn't seem to have any adverse effects. So what's the deal? Is he gonna keel over stone dead at some point, or is it just flavor? I'd think it was just flavor, except that there are wound healing kits, which also don't seem to do anything!

And what's with the curved vertical line with the three crosses to its left on the screen? It also doesn't seem to serve any function that I can tell.
 

My character has died several times, and a message usually pops up after I've respawned at a campsite saying that I've been injured. But the character is at full HP and doesn't seem to have any adverse effects. So what's the deal? Is he gonna keel over stone dead at some point, or is it just flavor? I'd think it was just flavor, except that there are wound healing kits, which also don't seem to do anything!
Injuries are the lasting death penalty so you don't do something like die just to travel across a zone or zerg a boss near a campfire.
Each injury reduces action point gain and stamina regen, as described if you mouse over an icon in the corner of the screen (top left by default). But if you use an injury kit they go away (or if you hang around a campfire or the Protector's Enclave zone for more than 5 minutes).

And what's with the curved vertical line with the three crosses to its left on the screen? It also doesn't seem to serve any function that I can tell.
Each class gets a bonus at level 10 featuring a curved line, activated via Tab. Guardian fighters block, rogues stealth, and cleric's channel divinity.
Each cross represents a full bar, which is regained by combat. Using Tab switches modes changing your At-Wills. Left click becomes a beam of light and right click heals an ally. Using an Encounter power while channelling divinity uses a full bar (one cross) but is more powerful.
 

Injuries are the lasting death penalty so you don't do something like die just to travel across a zone or zerg a boss near a campfire.
Each injury reduces action point gain and stamina regen, as described if you mouse over an icon in the corner of the screen (top left by default). But if you use an injury kit they go away (or if you hang around a campfire or the Protector's Enclave zone for more than 5 minutes).


Each class gets a bonus at level 10 featuring a curved line, activated via Tab. Guardian fighters block, rogues stealth, and cleric's channel divinity.
Each cross represents a full bar, which is regained by combat. Using Tab switches modes changing your At-Wills. Left click becomes a beam of light and right click heals an ally. Using an Encounter power while channelling divinity uses a full bar (one cross) but is more powerful.
Ok, thanks much for the info!
 

Ok, now I'm really, thouroughly pissed off at these guys! I finally got an adventure together in the Foundry, and got it 'published'. But now I can't find it. I used the adventure name, then the number they gave me for it, then both in the Search box, and each time got back a 'No Response' notice. It wasn't much of an adventure, but I'd like to see how it runs in the game. (Appearently, there might be some differences to that from what one sees in the Foundry run-through.) And, of course, this probably means noone else can see it either.

As if that wasn't annoying enough I also finally finished the Quests that would get me a Companion. So I go to the guy who will give me one, 'talk' to him and then click on the 'I choose this companion' dialog box. End of dialog and... NO Freakin' Companion! I realize that the game is free, but I feel like I'm getting ripped off anyway. At the very least, it is extreamly frustrating! And, to make matters worse (and why I'm venting here), there doesn't seem to be any way to contact these Bozos! GRRR!!!
 



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