Neverwinter: Birth of a God Up for Review and Endgame Thoughts + New Article

Birth of a God seeks reviews:

My second Neverwinter Foundry quest, Birth of a God, has now been released to the public. I’m looking for people to play and review it so that it can make it out of the inhospitable wasteland that is the “For Review” section and into the main catalogue. So if any Neverwinter players reading this would like to give it a try, I’d be very appreciative.

A screenshot from my Neverwinter Foundry quest, Birth of a GodThe code for the quest is NW-DOAU7PRQS, and the author should be listed as @Dorotaya. Here’s the description:

The Neverwinter Guard has received a plea for help from an unusual source — the Nasher rebels. A Nasher agent recently turned himself in, asking for protection. He claimed his gang had contracted the aid of a coven of dark wizards, but that those wizard had soon begun brainwashing his fellow rebels — or worse. Shortly thereafter, the Nasher was found dead in his cell, with mysterious runes carved into his flesh.

Because of your strong record and unique skillset, the Guard has contracted you to investigate this matter. The Nashers are bad, but the rise of a new cult of dark mages within the city would be much worse.

————-

Content: Heavy action, some story, simple puzzles.
Genre: Action/dungeon crawl/horror.
Difficulty: Moderately challenging for soloists. Easy for groups.
Exploration: Mostly a linear quest, but those who go off the main path will find it rewarding.

I played through it on my ranger yesterday, and in my own completely biased opinion, it’s a pretty good quest. Not too long — it took me about 30 minutes to solo, including double-checking everything to make sure it looked and played correctly — and with a decent amount of story, but not enough to bog down the action. This is the kind of quest I like to play myself, anyway — personal tastes may vary.

In other news…

Well, that was fast:

My ranger ascends Icespire Peak in NeverwinterDespite playing for less than a month, I’ve already hit max level on my ranger. Yet another example of how wonky and inconsistent Neverwinter can be — so much of the game requires painstaking grinding, but leveling is a breeze. In fact, it’s almost too fast.

It’s a bit too early for me to be forming detailed opinions on Neverwinter’s endgame, but based on early impressions, I’d describe it as broad, but shallow.

There’s no shortage of things to do at endgame in Neverwinter. There’s PvP, there are epic dungeons (a broad selection spread across different difficulty levels), there are Foundry quests, there are campaigns, there’s the Gauntlgrym stuff (though you need a guild for that).

I haven’t tried campaigns yet. I haven’t looked into them too closely, but what little I know is giving me flashbacks of the Golden Lotus grind in World of Warcraft.

Never. Again.

I don’t have a guild, and you already know my thoughts on the Foundry, so that leaves dungeons and PvP.

A Foundry quest in NeverwinterEpic dungeons (the WoW fans among us might prefer to think of them as heroics) are simultaneously a relief and a disappointment. On the one hand, they are consistent with Neverwinter’s general feel of quick, casual fun, and it’s relatively easy to find groups despite the fact no one uses the game’s semi-functional dungeon finder.

I’ve discovered that, while Neverwinter does have the holy trinity, it isn’t religious about it (no pun intended). None of my epic runs to date have included a tank, but they’ve gone smoothly. So groups are quick to form since you don’t have to be too strict about who you take.

As an aside, I’m really starting to wonder how Guild Wars 2 failed to make a trinity-less design compelling, considering how many games I’ve seen do a better job of it without making it their core selling feature.

The downside of epic dungeons is that, well, they’re not very epic. Aside from better loot and scaling the mobs to level 60, there doesn’t seem to be anything to distinguish them from their leveling versions. I’m glad they’re not brutally difficult, but I guess I just expected… I don’t know. More bosses? Extra mechanics? Any kind of difference at all?

Doesn’t help that there’s no real variety to Neverwinter’s fight mechanics to begin with. It’s pretty much just a case of “spawn ALL of the adds!”

My ranger and her sellsword companion explore the Underdark in NeverwinterThen there’s PvP. I maintain an odd fascination with Neverwinter’s PvP. I wouldn’t say I love it by any stretch of the imagination, and I still burn out on it quickly, but it is the most enjoyable MMO PvP I’ve played.

The relatively short matches, map design that helps to inhibit utterly one-sided matches, and guaranteed rewards make it feel a bit more satisfying than these things usually do, and the classes actually feel fairly balanced for once — I suppose being a simpler game makes it easier to level the playing field.

Every class is dangerous in their own unique way, but none feel totally unbeatable — with the possible exception of great weapon fighters, but I’ve heard people say they’re actually underpowered, so I’m not sure what to believe.

PvP is also a pretty fast way to gear up.

Actually, gearing as a whole is another very quick thing in Neverwinter. I’m sure to get the best of the best takes a long time, but to get to a decent level of competitiveness requires very little effort. I’ve already got a fair few epics and a high enough gear score for nearly all the content in the game.

I have no intention of getting into the hardcore endgame. I’m mostly just collecting epics because I want gear I know I’m going to keep long enough to justify the absurd expense* of getting it looking the way I want to.

My ranger showing off her fancy new gear in Neverwinter

*(In AD, not real world cash. I’m not that big a sucker.)

I’m unsure of my next move in Neverwinter. I could keep pursing gear, but that path doesn’t hold very much appeal. I’ve lost nearly all interest in vertical progression in MMOs these days.

I do plan to continue exploring the Foundry, but despite its vastness, I’m bound to start running out of good quests sooner or later.

I could do what everyone else does and put Neverwinter on the back burner, dipping into it occasionally while I play other things. No doubt I’ll reach that point sooner or later, but despite the game’s flaws — and boy, there are a lot — I’ve been enjoying myself, and I’m not quite sure I’m ready to give my focus to something else yet.

We’ll see how it goes.

New article:

My latest article for WhatMMO is Top 6 Player Looks. For all that we all want to be special snowflakes, MMO players do tend to end up conforming to a handful of different styles. I tend to lean towards “The Professional,” myself.

Never Say Never… Winter

If you’ve followed this blog for a while, you know that I wasn’t exactly blown away by Neverwinter when I tried it, despite its thrilling combat and a few other positive features. You might also remember that I have nonetheless been tempted to give it another go.

Exploring the wilderness during a Foundry quest in NeverwinterThe addition of the new hunter ranger class finally spurred me to return to the game and give it another shot. I’ve been playing heavily for about two weeks now, and I’ve come to the conclusion that Neverwinter is a very odd game. In many ways, it is quite tacky and amateurish, but in others, it’s incredibly good.

Good: The hunter ranger

You know how I’m always ranting about how lame archer classes in MMOs are, how they tend to be gimpy turrets who have to cower behind pets and avoid close-quarters combat at any cost? How they’re always fit into an incredibly narrow box with no diversity or creativity in their abilities?

My prayers have been answered. The hunter ranger is not quite my perfect ranger class, but it’s pretty damn close.

For starters, Cryptic is one of the few developers to remember that rangers are supposed to be versed in many styles of combat. They’re not just archers. The hunter ranger can not only freely swap between bow and blade at any time, but are actively encouraged to by the class mechanics.

Their versatility doesn’t end there, either. Single target attacks, ruinous AoE damage, gap-closers, gap-openers, stealth, self-healing, group buffs, magic… The hunter ranger does it all. It’s like if a Swiss army knife was a playable class.

My hunter ranger doing battle in NeverwinterThey’re not tied to pets,* and there’s actually creativity in their abilities. Far from being limited to just shooting arrows in various colours, I can also summon plant wards to assault nearby enemies, impale enemies with vines bursting from the ground, or even summon mighty thunderstorms to assault my enemies.

*(No more than any other class in the game, but companions lack many of my annoyances with traditional MMO pets.)

Even the more generic abilities are made interesting by clever mechanics or awesome visuals. The hunter ranger has the standard “multi-shot” AoE attack, but with a twist: The longer you charge it, the more damage it does, but the less area it covers. So you have to carefully time your release to ensure you hit as many enemies as possible while also doing as much damage as possible.

They also have a backwards leap similar to the disengage ability used by WoW’s hunters, but instead of just lamely leaping backwards, my character rockets away from enemies in a burst of emerald nature magic, leaving behind a flurry of leaves and numerous after-images of my character in dramatic poses.

MMO developers of the world, take note: This is how rangers should be done.

Bad: The business model

I think I’ve established myself as an apologist for the free to play model at this point, but even I have limits. Neverwinter hasn’t passed those limits yet, but it’s come really, really close.

A gelatinous cube in NeverwinterAs a free player in Neverwinter, you will be held back in virtually every area of the game. If you want to be the best, you need to pay, period. Now, Cryptic restrains from completely crippling free players. You can still progress in the game and compete decently well without paying. You’re just going to run into a lot of speed bumps. A lot.

Theoretically, you can get all the paid stuff for free with astral diamonds — a bizarre currency that serves most of the purposes gold would in an another game — but the grind required to do so is astronomical — pun intended.

Getting paid items for free is made even more impractical by the fact that very nearly everything in the game has an astral diamond cost attached to it. Most of these costs are conveniences and can be avoided, but it’s yet another speed bump. This, too, is a roundabout cash grab, as players can buy cash shop currency and then sell it to other players for AD.

Again, the AD grind isn’t enough to break the game. It’s just annoying.

What’s bugging me the most is upgrading my companions — NPCs that assist me in combat. Like gear, companions come in various quality levels, which determine their maximum level. The only free companions that aren’t freakishly hard to get are white quality, meaning they cap out at level 15 — purple companions max out at 30.

You can upgrade companions with AD, but again, grind. The maximum AD you can earn for free in a day is 24,000 (I’ve never even come close to getting that in a single day). It costs 300,000 to upgrade a companion from white to green, and around 1.5 million to fully take a companion from white to purple. I have four companions.

My ranger and her sellsword companion in NeverwinterDo the math.

[Edit: Slight correction to make. There is a way to exceed the 24K daily limit on AD: Sell items on the auction house. I forgot to mention it because this hasn’t proved to be a useful source of AD for me, but maybe I’m just doing it wrong.]

You don’t really need to upgrade your companions — white companions still do decently well even at max level, I’m told — but in a way, that’s what’s most frustrating. Why put such a grind on something so minor? All I really want is to unlock some prettier outfits for my companions. I’ve gotten attached to the little rascals. I’d like them to progress along with me.

At least you can vendor or delete lockboxes now.

Bad: Leveling content

One of the main things that drove me away from Neverwinter the first time was how bland most of the content is. It’s all incredibly generic, and the stories are even worse than I remember — bland, cheesy, predictable, and rife with poor writing and amateurish voice-acting. Jesus, I got better voice actors when I did that audio drama series, and I wasn’t even offering any pay.

In fairness, the group content’s a bit better. It’s not stellar, but it’s good enough. Skirmishes are quick little lootfests for when you’re bored, dungeons are lengthy and packed with epic fights, and the PvP is still surprisingly fun. None of these things are enough to make the game worthwhile, though, even taken all together.

But Neverwinter has one saving grace.

A mysterious sanctum in a Neverwinter Foundry questGood: The Foundry

I’ve realized I had the wrong idea when I played Neverwinter before. I was using the player-made Foundry to break the monotony of the professional content. This time, I’m using the professional content when I want a break from the Foundry, and it’s making a big difference.

There are a lot of MMOs that have seemed to bank on one or two unique features to compensate for their otherwise mediocre game. Neverwinter may be the first game to succeed in that strategy.

It’s hard to find words to do justice to how awesome the Foundry is. A virtually unlimited source of high-quality content with enough variety to suit most every taste. How can you not love something like that?

I’m continually blown away by the quality of content some fans can create. Not only are these quests better than the professional ones in Neverwinter, they’re better than most MMO quests I’ve played, period.

One of the first ones I played after returning almost could have given The Secret World a run for its money. A moody, horror-themed dungeon crawl with spooky ambiance, plenty of action, and an epic conclusion featuring a battle for control of my own mind within a surreal dreamscape.

A surreal dreamworld in a Neverwinter Foundry quest(It’s called “A Clash of Wills,” if you want to check it out.)

Not all are that good, but it’s rare for me to play one that isn’t at least decent. Yes, it’s true that there are plenty of nimrods churning out mindless mob grinders and worse, but the sorting functions make it easy to avoid most of the lower quality quests.

The Foundry makes all of the game’s other flaws bearable. Foundry quests rarely offer significant challenges or travel time, so all of the hobbling effects of its business model have little or no impact if you focus on Foundry content.

This time, I’ve also tried making my own quests with the Foundry. I started with a very basic quest to learn the ropes (“Shrine of Atonement”), and I’m now working on a much more ambitious dungeon crawl featuring multiple custom maps and unique enemy models, optional objectives, a bone-chilling story, and even a few simple puzzles. I’m calling it “Birth of a God,” and I’m hoping it will be up for review soon.

The Foundry is incredibly easy to use, if a tad time-consuming. There are a few things that seem mildly counter-intuitive (like the fact that you’ll be doing most of your designing via the “play map” feature), but once you figure those out, it’s smooth sailing. 90% of the work can be done via dragging and dropping or basic text editors simpler than the WordPress HTML I’m using right now.

I’ll also give them some credit for not attempting to monetize the Foundry in any way. No payment whatsoever is needed to get the full benefit of it, as a player or a designer.

Designing a quest in Neverwinter's FoundryConclusion:

Neverwinter is a bizarre mixed bag of a game. It’s hard to imagine how the same company could produce awesome things like the Foundry and the hunter ranger, and craptastic things like… nearly everything else about Neverwinter.

However, for now, I am finding that its strengths outweigh its flaws. Not by a lot, but by enough.

I think the best way to think of it is thus: Neverwinter is not a good game. However, it is an excellent platform for the creation and distribution of player-made content. If you think of the Foundry as the heart of the experience and everything else as bonus frills, then it’s actually a lot of fun.