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Default Sword Coast Legends - Forgotten Realms RPG

February 13th, 2015, 11:24
Originally Posted by kuki View Post
Yeah, what about cooldowns? It seems strange…
Cooldowns are only part of MMO versions of D&D and action games in D&D universe.
None of the proper D&D RPGs used cooldowns. That is already a really bad sign. Only 6 classes is another. I don't plan to play this game if it is only going to be a action rpg with D&D lore.
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February 13th, 2015, 11:53
The game looks pretty, but again, like most rpgs made by big companies these days, instead of a nice and neat combat log, they put all the damage numbers and spells in text all over the main screen, making a huge and incomprehensible mess. A combat log is so much more elegant, not to mention useful. 1. It removes all the messy text and numbers fading in and out every few seconds on the main screen during combat, which spoils the visuals. 2. It allows for actually being able to follow the battle, step by step, which makes combat so much more interesting and satisfying. These rpg makers need to learn some common sense and look at classics like infinity engine games to see how it should be done, because their solution of putting combat info scattered all over the main screen for a few seconds is going backwards and much worse.
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February 13th, 2015, 12:18
Originally Posted by Arkadia7 View Post
The game looks pretty, but again, like most rpgs made by big companies these days, instead of a nice and neat combat log, they put all the damage numbers and spells in text all over the main screen, making a huge and incomprehensible mess. A combat log is so much more elegant, not to mention useful. 1. It removes all the messy text and numbers fading in and out every few seconds on the main screen during combat, which spoils the visuals. 2. It allows for actually being able to follow the battle, step by step, which makes combat so much more interesting and satisfying. These rpg makers need to learn some common sense and look at classics like infinity engine games to see how it should be done, because their solution of putting combat info scattered all over the main screen for a few seconds is going backwards and much worse.
Lack of combat log just means a lack of complex game. In bg2 you used it to see if enemy is immune to your attacks or spells and which spells they cast that killed your party so you can do better next time… I guess none of that will be in this game.
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February 13th, 2015, 13:35
limiting the ruleset they include (like classes) is a very wise move. This could be a nice little game, though probably nothing more than that.

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February 13th, 2015, 13:41
Originally Posted by Sacred_Path View Post
limiting the ruleset they include (like classes) is a very wise move. This could be a nice little game, though probably nothing more than that.
How is it a good idea?! It will just make it only "a little game". If it will be nice remains to be seen.
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February 13th, 2015, 13:45
It looks like they're also limiting the party size to only 4 characters. I think I'll be keeping my expectations in check for this game.
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February 13th, 2015, 14:03
Much easier for them to balance by limiting the classes. I don't mind.

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February 13th, 2015, 14:40
Looks interesting but I'll be in the wait and see crowd I think.
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February 13th, 2015, 14:50
Originally Posted by kuki View Post
Yeah, what about cooldowns? It seems strange…
For joxer:

I don't mind cooldowns so long as I can get around them by spamming my Facebook friends or by using some crstals from an in-app purchase.


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February 13th, 2015, 15:00
Originally Posted by JDR13 View Post
It looks like they're also limiting the party size to only 4 characters. I think I'll be keeping my expectations in check for this game.
4 is the standard D&D party size, all the encounter tables in the manuals are using that party size.
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February 13th, 2015, 15:02
Originally Posted by azarhal View Post
4 is the standard D&D party size, all the encounter tables in the manuals are using that party size.
Since when?
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February 13th, 2015, 15:10
Originally Posted by Archangel View Post
How is it a good idea?! It will just make it only "a little game". If it will be nice remains to be seen.
NWN2. A lot of class abilities are still bugged/ broken after years of patching. TOEE was mangled by the rush in which they had to include 3.5E rules including crafting in all its varieties.

When you use a very complex PnP ruleset in a CRPG it's generally better to cut quite a few things.

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February 13th, 2015, 15:13
Originally Posted by JDR13 View Post
Since when?
IIRC, that's what the Challenge Rating is about (CR) in modern D&D systems - which assumes a party of four members. Meaning that a CR of 5 is meant for a party of 4 5th level characters.

Not that such a thing necessarily translates into "standard party" - but it's certainly become the norm in most cooperative games.

Unfortunately so, because I happen to think a party of 6 should be possible, if optional.

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February 13th, 2015, 16:21
I'll wait until it's released and read some real experiences.

6 classes, seems obvious to me that they want to add many more classes, each in its own DLC. I wonder if everybody will need to have the 'Druid DLC' in a co-op group for anybody to be able to play a druid, or if they'll take the Paradox approach.

My problem with spells and cooldowns is that it seems to me they'll reduce the number of spells you can have 'active' to just a bunch (probably 10 or less), which detracts from what I like about playing spellcasters… having a lot of options at any given time.
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February 13th, 2015, 16:56
How many people feel like this is a market test instead of a game? If we get X number of preorders we go ahead with it, if we don't we just let it die and say there was a lack of interest….

I mean outside of a few changes to the interface, this looks like the NWN2 engine….
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February 13th, 2015, 17:03
Originally Posted by crpgnut View Post
How many people feel like this is a market test instead of a game? If we get X number of preorders we go ahead with it, if we don't we just let it die and say there was a lack of interest….
Sorry crpgnut I'm not as cynical as you so no I don't believe this is a market test.
outside of a few changes to the interface, this looks like the NWN2 engine….
It does and I'm fine with that as I still play both NWN games.
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February 13th, 2015, 17:25
Originally Posted by JDR13 View Post
Since when?
3e, when Challenge Rating were added. See DArt's post for rest of explanation.
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February 13th, 2015, 17:38
Originally Posted by crpgnut View Post
How many people feel like this is a market test instead of a game? If we get X number of preorders we go ahead with it, if we don't we just let it die and say there was a lack of interest….

I mean outside of a few changes to the interface, this looks like the NWN2 engine….
I looks much better than NWN2. Also the camera is better and no over the top effects in screenshots or that teaser.

The story probably cannot be worse than NWN2 OC. I am only afraid the length and character building complexity will be crappy.

Encounter design and rest anywhere was terrible in NWN2, so this game can only do it better.
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February 13th, 2015, 19:30
Well as the only other person on the planet other than Fluent to play, beat and enjoy Daggerdale this is welcomed news.

In other words if it's d&d I will probably like it.

I also enjoyed the console baldurs gate and Everquest games.

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February 13th, 2015, 19:34
Haha, saki! Nice to hear you enjoyed Daggerdale! I thought it was a fun little console hack n' slash D&D game. The other console D&D games were quite fun, too.

And if it's D&D, I will like it, too! The fact that it's a RTwP system that resembles Baldur's Gate or NWN is just a huge bonus!

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