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Default Sword Coast Legends - Dev Journal @ MMORPG

October 11th, 2015, 16:30
For me, the very limited editor would be more of a disappointment than the D&D Lite systems and combat. If they really do listen to the community, and work on making the editor much richer, I could probably still get some fun out of this.
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October 11th, 2015, 16:49
At this point, I'll be ok with just a half-decent story. Obviously, I'm not going to get anything like a proper D&D game or satisfying tactical combat. It's also extremely obvious that there's no way this will have a good editor at launch.

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October 12th, 2015, 16:24
Originally Posted by DArtagnan View Post
I don't think you're looking in the right place for that.

NWN was always about multiplayer - and regardless of what you may think, very few people enjoy (up to) 64 player combat in turn-based mode.

2-4 players might work with dedicated friends as players - but anything beyond that - and you'd be facing a dead multiplayer community.

As for SCL, I don't think RTwP is the problem. I think it's a clear lack of talent or ambition.
That's funny, I didn't realize NWN was an MMO (unless you're thinking of Stormfront's 1991 release or Cryptic Studios "Neverwinter").

Honestly, I never played NWN1 or 2 with multi-player and had absolutely no interest in doing so. I completely forgot that was even an option. I did however have many hours of enjoyment playing many of the single-player modules released on the vault… so to claim that "NWN was always about multi-player" seems like your personal bias or at the very least hyperbole.

Of course it's a fair point that turn-based combat probably wouldn't be enjoyable for a massively multiplayer game… If that's what this is supposed to be…. As for whether it can work for co-op with up to four players… guess we'll find out with DOS2.

Perhaps what I want then is a spirtual successor to ToEE, but packaged with an editor / toolset. And you know, a good / finished single-player campaign that has more than 2 towns and one big dungeon.

At any rate, the gameplay for SCL looks to be about what I expected. Bland real-time / MMO style drek.
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October 12th, 2015, 16:45
Originally Posted by daveyd View Post
That's funny, I didn't realize NWN was an MMO (unless you're thinking of Stormfront's 1991 release or Cryptic Studios "Neverwinter").
It's not, but you could have up to 64 players in any given session.

Honestly, I never played NWN1 or 2 with multi-player and had absolutely no interest in doing so. I completely forgot that was even an option. I did however have many hours of enjoyment playing many of the single-player modules released on the vault… so to claim that "NWN was always about multi-player" seems like your personal bias or at the very least hyperbole.
I'm not that big on bias. I'm going by what Bioware set out to create with NWN. I tend to rely on their design vision over anecdotally inspired positions of random gamers.

Of course it's a fair point that turn-based combat probably wouldn't be enjoyable for a massively multiplayer game… If that's what this is supposed to be…. As for whether it can work for co-op with up to four players… guess we'll find out with DOS2.
I don't know why you're confusing a potential of 64 players in a multiplayer game with an MMO - but yes, it would be absolutely impractical to make NWN according to Bioware's vision with TB combat.

Perhaps what I want then is a spirtual successor to ToEE, but packaged with an editor / toolset. And you know, a good / finished single-player campaign that has more than 2 towns and one big dungeon.
I can appreciate that

I'd love that too.

At any rate, the gameplay for SCL looks to be about what I expected. Bland real-time / MMO style drek.
Not sure about the MMO part, but yes - it really does smack of bland redundancy.

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