I blame that b'staard Drizzt, may he suffer everlasting torment.
Except Drizzt started in the Underdark. His first home was Icewind Dale.
I blame that b'staard Drizzt, may he suffer everlasting torment.
Took a look at SO and as soon as I saw the Ultima backpack with the inventory floating around inside I got sick to my stomach. The hours spent sorting inventory. It looks like it could be a good platform to build a world on. However there a few things with what they are doing that makes me hesitant to stop all work on my NWN2 and NWN PWs.
Firstly, the issue of Cluster hosting. I'm not about to get into strapping myself with a monthly fee to host a cluster when I can do it on the VMware box I got now. However if the plans are affordable it could be a real boon for a creator of a shard or team that doesn't want to deal with IT back end of things.
I'm not to keen on the art direction. Things will change and content can be imported so time will tell on this issue for me. But that's the killer time. NWN didn't have huge library of community content with in weeks or months of each launch. It took time.
I also don't like systems that are not based on class. It takes away from social aspect of Online gaming and turns everyone into the lone wolf. Why do I need Healer when I can craft 500 healing pots. I can max out 1 character and do everything and not have to depend or share with others. Class based systems encourage strategy, teamwork and provides flavor to a world. The argument of you spent X hours leveling a class to find out you hate it, to me, stinks of easy button gaming. An experienced player would have tried those classes and/or done their homework to figure out what suits their play style or role play background. But once again it seems that class systems and such can be scripted in. However for me, I'm not a coder I'm a builder.. so that's red flag for me.
Lastly as some of you have brought up it seems like a small budget for such a large framework of content and tools. Not to say it can't be done but 200k over a 2 year dev cycle is a bit thin and when it does drop there is going to be a empty treasure chest that needs to be filled up. I fear the DLC / Expansion / Micro will come to bear and that limits the player base that might enjoy my works. Even if NWN2 is old the content is still flowing and the framework is solid. I don't need to force a player into purchasing the Shard DLC pack or Expansion pack to play on my world just so I can enable new NPCs or whatever. NWN2 is $20 and has 3 full Campaigns, a ton of community modules, and some excellent PWs. It's going to take SO years to reach that level and I'm not sure I'm willing to start over. I've got a world in my head and need to get it out and building it is what I enjoy. Waiting till 2016 and compromising art and class systems is a bit to much for me right now.
Sword Coast intrigues me in that it seems like I can build in small chucks, sessions for a group and easily run a session and modify it on the fly much like a PnP session. That's a niche and I like it. 5e ruleset is an unknown for me.. I still like 1st and 2nd edition. However as a creative type the platform seems like I could build stories for others to enjoy without having to wear 5 hats.
There's a software package called My RPG Maker up on Steam for early access. Potentially this could be very interesting. It looks to be for single character games rather than party-based though, unless you go the MMO route.
It looks like it's one single person behind it. Impressive for a single person. Maybe when it comes out, it's still alpha and I'm not spending $40 on an alpha.
FWIW, I'm pretty excited about Sword Coast Legends. One of the interviews talked about having a series of adventures published through the platform, which could correspond to the current theme of adventures that are being featured in D&D Adventurer's League (sort of like the Neverwinter MMO tends to do). It sounds fun, and if they are well done I would be happy to buy a new adventure every few months. I like the 5e rules a lot and have been using them to play a tabletop campaign with my family, so assuming the adaptation doesn't change too much of how the mechanics work, I'm likely to enjoy it. I'm stoked to have a new, good-looking, single player (or multiplayer)-oriented, isometric rpg published for D&D.
I'm hopeful, but a little less optimistic for the toolset. As described, right now it sounds like a way to have little more than dungeon crawls. I did read one of the devs say you can work on things in advance, string together adventures, have quests, etc. But while it sounds like they're trying to make it easy to do, and while it might be fun, I'm skeptical about whether it will permit the level of module making that we saw with NWN1 & 2. That all said, I'm also hoping to be proven wrong. We'll see!
-j
I like the 5e rules a lot and have been using them to play a tabletop campaign with my family, so assuming the adaptation doesn't change too much of how the mechanics work, I'm likely to enjoy it. I'm stoked to have a new, good-looking, single player (or multiplayer)-oriented, isometric rpg published for D&D.
1) scl ain't isometric. it's just a bird's view perspective camera.
2) spells have cooldowns
3) lvl6 wizards with 267hp
4) power levels for spells and active feats (mordenkainen's sword I+II, whirlwind I+II, etc.)
5) no vancian magic system
points 2 to 5 indicate that their use of the 5e rules is nothing but lip service. there's also a threat system for the dm which acts like currency. each encounter/monster/trap/etc costs a defined amount of threat, which has to be earned by the dm before being spent. right now the whole experience looks like the typical console game with watered down mmo gameplay (facerolling).
Okay, now I don't know much about 5th edition, but I know that it's supposed to have Vancian magic. Are they using mana + cooldowns here, or just cooldowns?
Beware anything you read on their forums. Never know when you're going to be reading a post from a company employee disguised as a normal forum member. I caught one today, and I have screenshots.
Okay, now I don't know much about 5th edition, but I know that it's supposed to have Vancian magic. Are they using mana + cooldowns here, or just cooldowns?
from the screens there are only cooldowns to limit combat maneuvers and spells.
From that I speculate that the power of spells has been reduced to make up for the fact that they made them unlimited. ![]()
I see very little in descriptions of SCL that indicate that it will be anything other then a Diablo clone with a DnD skin stretched over its corpse. The DM functions are interesting but not really what NWN 1/2 are in any stretch of the imagination. I also smell the stench of a cash shop and the vortex of DLC.
IMO its too early to make any claims of successorship but truthfully I don't have high hopes for this one.
From that I speculate that the power of spells has been reduced to make up for the fact that they made them unlimited.
plus they buffed up the total amount of hp so that the fights last longer. there was a dev quote floating about somewhere that in their tests the fights didn't last longer than 20s. which felt way too quick.
"1. In something called "Dungeon Master Mode" you can create randomly generated dungeons and tweak them. You choose "relative dungeon size, theme, tile set, overall complexity, and general encounters"."
https://forums.sword...nd-other-stuff/
Note the dev post indicating this is one of their favorite for being most accurate articles
I have neither high nor low hopes for the platform ; I know almost nothing about 5E.
Yet the DM consol and ability to customize a dungeon crawl WITH regular periodic content update sounds promising.
Promising in the way that NWN1 / NWN2 PW owners players may not appreciate. I get that. No offense.
The whole point is that is not MMO or "MMO light (NWN persistent world)" from what I gather. Frankly I don't want to play MMO. My limited experience is finding too many hard core MMO'ers that dictate to the noob "how to play here".
It is or will be "NWN Connections" plus. NWN Connections in the early days was a fantastic concept. It was also very very popular with dozens of games on any given time slot. Grab a few buddies / meet a few compatible players and take a "light content" NWN mod and play Co-op style with a DM flushing out the details. Only the DM dictated how to play here and you could always find a compatible DM or friend to DM.
This overly abused game dev notion that "choices matter in the outcome" is still being dictated by scripts, d-base, and limited options.
Main stream studios cannot produce a game for the choices and consequences of a "fallen Paladin" or a "Wizard with a found phylactery"
As to the DLC cash grab... well I suppose that's correct; but that is what made D&D so great back in PnP days. The chance to see new material , new plot twists, new regions, different spins on ancient earth cultures... you could find what appealed to you whether you were powergamer/grinder or hard core role player. If the periodic content is $9.99 USD I would certainly invest in "regional updates" for Icewind Dales/Cormyr/ Amn/ Silverymoon.
That business model is a heck of a lot more player friendly that waiting for another $60.00 expansion in 2 years.
It wont be for everyone... but D&D or Faerun fans will probably gobble it up.
Providing they are good value and not too frequent, I don't see a problem with DLCs.
If it cannot be made persistent and increase the 4 players it won't be a succesor of NWN & NWN2, not for me and all my PW users.
There is now gameplay video on youtube
Well I have to say it looks pretty good. While it won't compete with a PW at this point, there may be room for further development. Meanwhile it could be something close to a PnP experience; depends on what the DM can affect. Looking forward to next week's episode.
excuse me, but in which way does this look good? instantaneous casting, spells and special abilities on cooldowns, no resting, no combat log, abysmal dialogue and party banter, linear corridors as levels, boring and typical 3 options (good, neutral, bad) as dialogue responses, fast paced gameplay, linear spell progression without vancian system, and don't get me started on the thief infested sewers and zombie overcrowded graveyard. was there even a slight hint of originality shown? the list based inventory looked consolized too, although very similar to dragon age origins.
this game looks like the nwn mmo just for the single player audience. oh hasbro, what hath you wrought?! why is there no love for the dnd rule set?
as a sidenote, the graphics and camera are solid.
Abilities on cooldown and fast paced gameplay are good features in my book, especially the former. I don't see no resting as particularly good or bad either, but it may not be necessary with a cooldown system. It sounds closer to DAO, which has a better gameplay system for a videogame than NWN2, IMO.
Now, if you're looking for DnD rules, no argument there. But "DnD rules" =/= "better game".
Now, if you're looking for DnD rules, no argument there. But "DnD rules" =/= "better game".
not if you market it as a party based dnd game. this creates false assumption as seen in this thread. why all this talk about loving dnd and pnp? with all this name dropping the whole thing cries fraud.
This game has a number of DAO people working on it, including programmers and writers. So DAO infkuence should be visible.
i only heard about dan tudge, who was an executive producer at bioware leading the dev teams of dragon age origins and the sonic rpg. not exactly a name/position with lots of credit.
not if you market it as a party based dnd game. this creates false assumption as seen in this thread. why all this talk about loving dnd and pnp? with all this name dropping the whole thing cries fraud.
i only heard about dan tudge, who was an executive producer at bioware leading the dev teams of dragon age origins and the sonic rpg. not exactly a name/position with lots of credit.
Here is the thread on their forums where some of them introduce themselves
https://forums.sword...coast-dev-team/
In addition to Dan Tudge, Jay Turner is one of the writers listed, he worked as an editor for Jade Empire and Mass Effect 1, and a writer for DAO, Mass Effect 2, plus some other things. Tory Turner worked on DAO, Deus Ex: Human Revolution, and Mass Effect 3.
So that's at least three DAO people, and the Turners (they appear to be married based on the forum thread) have experience with other games that did well critically.
In addition to Dan Tudge, Jay Turner is one of the writers listed, he worked as an editor for Jade Empire and Mass Effect 1, and a writer for DAO, Mass Effect 2, plus some other things. Tory Turner worked on DAO, Deus Ex: Human Revolution, and Mass Effect 3. So that's at least three DAO people, and the Turners (they appear to be married based on the forum thread) have experience with other games that did well critically.
so we have dan, who was a former team coordinator and leader. then there's tory, always being part of the bug hunters quality assurance and jay, who wrote the two legged farting joke called oghren and a bunch of minor side quests. besides that he worked on mass effect as an editor, not writer.
not to be bad mouthing here, but color me unimpressed. but at least it fits the writing of the shown gameplay.
We get it. Your glass is always three quarters empty.
1. Graphics are fine and the camera control looks excellent
2. Cooldowns, schmooldowns. It's a mechanic.
3. Fast paced gameplay, but you can pause. Sounds ideal to me.
4. The voice acting is not the best, but then neither were either NWN game IMO. It's not top of my wishlist anyway.
Personally I wanted to play it. How long for I don't know yet.