If Dungeons and Dragons Online and Lord of the Rings Online had a baby, that baby would be Neverwinter…
And when I say “baby,” I mean exactly that.
As in, it seems to be the much more simplistic version of either game named above.
The default UI is remarkably reminiscent of LOTRO with its text font and tiny size with elaborate button graphics on the skills you can barely make out at the default size.
I mean… really? Can’t see nuthing.
It joins LOTRO as being the second game where I felt the need to bring up the UI beyond 100% and magnify it to like 1.3x.
I may have overcompensated a little, but at least I can see some of the icons now.
(Somewhere out there, the dev that spent their time coloring in the icon graphics and backgrounds is celebrating.)
Quest gameplay-wise, it feels like a version of DDO where you talk to NPCs, get quests, then run to ye olde dungeon or adventure instance where you then get your own personal dungeon crawl.
Or sewer crawl.
The good news is that these personal instances are great on FPS.
Even on my ailing computer, I can hit 40-60FPS in these places.
The bad news is that I managed to pick the day some new update dropped to try the game, so the central city of Protector’s Enclave – where the game first drops you right after completing the tutorial (kinda neat in that you don’t have to go through numerous starter zones to get there) – was an utter rubberbanding lagfest of epic proportions.
Framerates alternated between 9-1o FPS if I was lucky, and this is probably the first MMO I’ve encountered whose FPS indicator bothered to show FPS below 1 in decimal points. (Yeah, 0.3FPS, such awesome!)
One pretty neat thing that Neverwinter has is the ability to adjust graphics card-dependent and CPU-dependent graphics separately.
Landmark’s FPS indicator taught me that my CPU tended to be the weaker of my pair, so I cranked it down to near minimal, giving up view and draw distance, and was able to get my GPU settings up to a nice looking medium. This at least gives broader options for people to adjust what they can or can’t give up for smoother gameplay. (I generally don’t need shadows or a gazillion physics particles flying around just to make things look ‘better’ and more busy, for example.)
Tradespam was running rampant in the big city, being spammed faster than I could move, along with cryptic LFGs of strange abbreviations for content I assume was for super max leveled elder game players.
One generally ignores those and lets them scroll by as stuff I won’t understand as a newbie vacationer anyway, but everyone’s personal mileage for tolerating those is different.
Along with the ubiquitous lockboxes, whose drop rate is fairly insane.
Fortunately, I have no idea what any of those words mean, so it’s eminently ignorable for my vacationing purposes.
(I did manage to sell off 8 of them on the auction house, so -someone- out there is buying them…)
Others may find it more difficult to ignore, similar to how I personally have trouble ignoring the existence of raids in traditional MMOs being heralded as the pinnacle of existence and all the good gear being available only there.
The difference to me is that I’m paying $15 a month in those games, same as everyone, and would rather not have my preferred playstyles treated like second class citizens.
Here, I’m paying a big fat $0, so little inconveniences are to be expected. (The trick is to have the inconveniences not be game-breaking and encouraging quitting out of frustration over maybe sometime converting into a paying customer.)
I guess it may boil down to essentially a difference of philosophy. Traditional sub-based raid games say, “We start at an egalitarian playing field of $15/month, and it’s what you choose to do with your time that determines how far up you go. Take the game rules for what they are and put up with any inconveniences and annoyances to get there, no two ways around this.”
Free to play games say, “You can come try out our game with no obligations whatsoever, though you may have to put up with some inconveniences and annoyances along the way.”
Bad ones continue, “If you want to get rid of all the nuisances and get far up in the elder game, you’re going to have to spend X sum of money, no two ways around this.” Where X is a substantially larger sum than $15/month.
Good ones say, “You can do it with money, or you can do it with time, up to you, the choice is yours.” And usually the average X is ballparked around $15/month.
(I’d talk about buy to play too, but that usually just means “Kindly pay us the sum of a normal single-player game up front for the work we’ve already put in, and you can enjoy the basic game more or less feature complete.”)
I tend to prefer “the choice is yours” games over the “no two ways around this” games.
Back to Neverwinter and the baby analogy.
Said baby appeared to have been stolen from its crib by Cryptic Studios, who really wanted a kid of their own and tried to do nice things for it, but seemed generally confused about bringing up a child, and who eventually threw up their hands and gave it to foster parents Perfect World International, who are at least giving food to the kid and keeping it alive, but only insofar as it can work for them in their sweatshop.
The hand of Cryptic Studios can be seen in three things: the character creator, the combat system and the foundry system.
While not as expansive as City of Heroes, the character creator affords a very decent range of options while still keeping to an immersive thematic feeling that keeps half-orcs looking different in skin tone and bulk from elves, and so on.
Hair, faces, eyes, scarring and tattoos, numerous sliders for tweaking face and body shapes, Neverwinter’s got it.
There’s even a flavor option to choose your place of origin, a la LOTRO’s characters hailing from various regions, and to take your pick from a number of Forgotten Realms deities to follow. Plus an optional biography space to add your character’s bio that will be visible to other players, similar to City of Heroes.
It did really help to bring out the lore aspect, aided by my personal familiarity and love for the Forgotten Realms setting (if a generation or two before the stupid Spellplague – repeated apocalypses conveniently timed to coincide with new editions get old fast) and utilized that prior IP knowledge to garner a bit of quick buy-in with the game.
Quest writing-wise, it also reminds me of City of Heroes. Decent enough, very wordy, recreating some of that tabletop or singleplayer RPG feeling in talking to NPCs and getting a long story about why you need to go here and there, kill ten kobolds, pick up ten crates or play through one instance or another.
A considerable amount of the text appears to be voiced, for the main storyline anyway, which adds an interesting touch – though I must admit to rather rapidly running out of patience hearing a voice read the text to me and quickly clicking through to continue.
The combat system feels very simplistic.
Even more basic than City of Heroes started with, if that can be believed, as if they ran out of game designers that could manage spreadsheets… or were maybe setting themselves up for a console MMO.
Left click for basic quick attack, right click for harder hitting drawn out attack, maybe a handful of extra skills more to be earned slowly as you go up in levels. Six classes or so. with some of the most awkward sounding names I’ve ever heard – Control Wizard, Great Weapon Fighter, Hunter Ranger and three others I barely recall, a rogue, a tank and a cleric type, I think.
It’s like they had to specify, oh no no, you can’t actually play a full out wizard… you only get a wizard stuck in the role of cc.
Or guess what, not only can you pay an extortionate amount to become Drizzt Do’Urden, ride a giant spider and have a cool panther, you get to be a ranger and a hunter all rolled into one! Because WoW hunter is cool. LOTRO and Forgotten Realms Ranger is cooler. And naturally Neverwinter HUNTER RANGER must be the coolest!
(Struggling not to die from laughing here…)
Having just come from games like Guild Wars 2 and Wildstar, the active dodging they tried to implement in Neverwinter feels decidedly sluggish in comparison.
It’s not as responsive as either game, for one. You have to hold down shift+direction a lot longer to maybe dash somewhere, if your keypress registered at all.
There didn’t seem to be any way to quickly move out of range of regular melee attacks, nor was circle strafing a very good strategy to avoid getting it, because your attack animations rooted you in place for a couple seconds (an old City of Heroes thing that seemed to be have been carried over in the engine.)
Dashing or dodging out of the way seemed to be only mostly useful for the super slow and very obviously telegraphed attacks – either big red AoE circles or large bulky giant types moving a big club in freeze frame slow motion in an attempt to hit you.
While this seemed rather retardedly obvious to avoid, I learned why they couldn’t make the animations any faster… because the dashing doesn’t respond any quicker than that.
It might be latency at work again, but I had a 5o-75% chance of getting out of the way in time of any of these very blatantly obvious telegraphs – either because the dash key wasn’t responding the instant I pressed it, or because I was locked in a basic attack animation (well, I have to try and do -some- damage to it, right?)
Neverwinter uses an always on mouselook style, which I suppose is a change from having to hold down the right mouse button all the time, and targeting consists of moving your reticle over the mob you want to hit.
The process of doing damage mostly felt like one button click spam, with some extra odd attacks on cooldown later as you gain levels and skills.
Damage mitigation as a Great Weapon Fighter mostly appeared to consist of kill things fast, try not to soak too much damage and quaff healing potions when necessary. There are presumably some gear stats to help and a blocking mechanism for the tankier Guardian Fighter (was that the name?) and Cleric people probably can stand in as mobile free healing potions for your health bar (hey, some weirdoes like that kind of ‘support’ role.)
It did raise some questions in my mind of how necessary or costly it would be to buy healing potions later on in levels if I didn’t own a cleric in my back pocket, but for now, difficult fights do seem to drop them, so it ended up more or less evening out. Use one, kill things, get another.
The overall feel is still very slow, and rather turn-based, in comparison to GW2 or Wildstar. If either of those MMOs feel too fast, confusing and chaotic, Neverwinter may be the more sedately paced combat you’re looking for.
May. Because it’s still really awfully simplistic.
And seemingly based a lot on vertically progressing gear stats. My basic broadsword damage jumped from 32 to 86, for example, moving from one piece of quest reward to another.
Which personally, doesn’t bode very well for its PvP being on any semblance of an even playing field.
I’ve heard rumors that Neverwinter’s PvP is pretty pay-to-win, so I’ve not even bothered trying that part of the game yet. That might be a breaking point for anyone who enjoys PvP and is thinking about the long term prospects of Neverwinter, but I’ve never been that kind of competitive sort and it doesn’t bother me from enjoying the rest of the game if it’s segregated off in some private arenas.
Questing – Dev and Player Created
The foundry system looks promising, and seems to be Neverwinter’s saving grace.
For a free game, the design respects immersion a lot, even if overall player behavior doesn’t.
Starting players are led in an extended tutorial via a whole sequence of quests given story flavoring. Here, after a sequence of your main story quests chasing some miscreants, you’ve found some intriguing treasure with writing on it that looks culturally interesting to a kobold. Go talk to the kobold in the main city who also happens to be an auctioneer and see if he’ll take it off your hands. (Voila, we find the Auction House – even if we haven’t already figured it out via the UI buttons on top.)
The auctioneer doesn’t want it, but recommends you take the curio to a lady who deals in wondrous goods and you’re shown yet another Bazaar / shop / trading thing. Maybe it was the gem store. I sorta blanked it out because trying to survive in the main city at 3 FPS and lower means you’re sitting in the graphics options menu tweaking that far more than paying attention to any other bit of UI popping up and you just press whatever keys necessary to get the quest done, your reward collected and your next quest picked up that preferably ain’t in that lag ridden city.
I haven’t tried a Foundry quest yet, but they introduce it in a very similar fashion. Some NPCs that are part of the world will actually point out Foundry quests that occur near the area you are in. Talking to them brings up that portion of the UI, so you get just that subset of foundry quests to choose from.
Quest-wise, I’m also rather impressed by how smartly and smoothly the quest tracker shifts quests up and down based on the NPCs and regions you’re closest to, with optional glowy sparks that lead you directly to where you’re supposed to go. This is something that I’ve seen from a WoW add-on, but never by default in any MMO before Neverwinter.
I do like the whole guided beginner experience they’ve set up for Neverwinter.
Similar to Runes of Magic, you get a gift box that you open at certain levels for free stuff.
With every level, your UI will tell you just what else is new and has changed, so that you can go and upgrade the thing or check out this new feature.
Even the auction house NPC will recommend some gear for you (though I’m sure veterans will laugh at it for being inaccurate or whatever, but newbies are content with basic handholding, thanks) and this is pretty much the first time I’ve seen an auction house actually tell you that you can get the gear via doing a quest instead.
Everything that threatens to be overwhelming when you take it all in at once, is staggered and parceled out slowly so that you can take in each feature on its own. The quests introduced me to Skirmishes – some kind of quick cooperative group experience fighting off waves of enemies, PvP – which I chickened out of trying, and presumably will get around to Dungeons at some point.
Crafting, or Neverwinter Professions, amuse me to no end.
They’re different from most bog-standard MMOs, for one, and a bit more like SWTOR in style, if I’m not mistaken. Instead of gathering all the materials, clicking a button and stand around waiting for a progress bar, they take a page from the mobile or facebook game genre in terms of more long-term time management.
You set up some task in queue, walk away while the timer ticks down, and come back after 5 minutes, 10 minutes, 2 hours, 4 hours, a day, or whatever, to collect your goodies and start the next task. At least you can be playing the game or offline while it does its thing.
Well, the good news is that the game looks exceedingly busy. And lively.
That’s the beauty of a free to play game. The barrier for entry is notoriously low, so folks jump in and begin any time, and there’s that constant influx milling around with the veterans.
However, the barrier for entry IS notoriously low, so you have bots, AFK accounts of various sorts taking up room in queues, players who may as well be bots for all the interaction they do, people speaking assorted languages in a Tower of Babel style chat that gives me new sympathy for what the GW2 EU servers had to deal with under megaserver rule, tradespam worthy of GW1 Spamadan and so on, mixing in with people looking for others who might actually chat intelligibly in English and join groups, amidst the rampant stubborn soloist types (guiilty!)
If you’re looking to play Neverwinter as an MMO in a social setting, you’re in for sifting through a bit of crud to find some treasure. Though the treasure does seem to be out there – there were some comprehensible guild messages, and a few veterans answering newbie questions and seemingly willing to help out – probably because it’s so rare to find like-minded similar-playstyle players.
Will I keep playing it?
Well, I might.
For the moment, it’s free. There’s a lot of new systems I’m curious about, which always draws me like a magnet, and I really like the newbie guidance system so far.
The big minus to Neverwinter is its ridiculously boring combat. Click click click swing sword click swing again, oh the big attack reservoir has filled up, hit big attack button to do lots of damage, click click keep swinging.
Alternate with dodging forward and backward through mobs as needed for telegraphs, and seeing how many swings you can get in before the AI figures out it needs to turn around.
The story wrapper is a decent plus.
If you’re just looking for an hour or two to wind down after work, with no necessity to turn brain on too much, getting a few quests done in Neverwinter ain’t bad in terms of mild entertainment experience.
Long term-wise, I dunno. It looks like it’s setting itself up to be a vertically progressing, massively grindy token buy game for good gear, with the option of spending real money to speed one’s way through the grind. I might be wrong, but that’s my lowbie perspective looking upwards at the moment.
Worth playing up until the point it gets tedious or demands cash, I suppose, which is a far sight more than you can say for other games that demand regular payments of money up front for you to eventually learn the same way down the road that the long term elder game isn’t for you.
2 thoughts on “Neverwinter: First Impressions”
I’ve been on break from Neverwinter (and most MMOs honestly) but I do really enjoy the game.
It was originally intended as a co-op Action RPG, and for all intents and purposes, that’s how a lot of the game still plays out. It was PWE who demanded it be restructured as an MMO, so as such it’s fairly consistent with Cryptic’s other two MMOs: Star Trek and Champions. Big-ish zones with quests all over, each zone is a population-controlled instance, letting you switch zones to be with friends or group-mates, or simply to escape (or perhaps find) a crowd.
The “boring” combat — again, Action RPG so click click click just like Diablo or Marvel Heroes or Path of Exile — comes into its own in dungeons (or even questing tougher mobs, whether grouped or not). A lot of the dungeons are challenging and there’s just enough Trinity there for everyone to have roles while being different enough (especially healing, which is mostly passive) to be its own thing.
The “stop in place” has nothing to do with the Cryptic Engine though. Engine’s don’t lock you in place, programming does. It was an intentional decision because they noticed combat too often devolved into a circle strafe (and it did) so now if you decide to use a combat ability, you do so knowing the consequence is having to stop for the duration of that ability. In the more challenging encounters it makes you think before spamming skills.
But yes, the end-game gear thing is grinding dungeons to get tokens to get Tier N gear, then grind more to get the next Tier or in the expansions there are specific named sets too. That’s pretty much standard end-game gear fare. Once you get past the spam (which is thankfully easy to report and ignore) most of the community I’ve dealt with (I’m in a guild but I play at weird times so I always have to PUG in MMOs) has been very friendly and helpful so that’s always a plus.