Since there was not a forum Neverwinter FAQ for New Users, I'm making it as per the suggestion of another.
As of 5/1/2012: This topic has been recreated due to all previous date postings becoming archived users and no longer updatable. Please discontinue using this former location.
If you as a Neverwinter Online Community user have questions about the Neverwinter Game and/or this community, please post your questions here (if the Neverwinter FAQ doesn't answer your questions,) and I'll update them when possible. (If we have an answer of course, but I can always list we have no answer and update it when we do.)
This is not where we ask Developer questions. That location is here
Again, this is Not Cryptic's official FAQ section. That location is under "The Game" on their Main Section, the FAQ specifically being here.
But I'm not a New User or have a question not belonging here. Is there somewhere else I can ask?
If you want to ask any Neverwinter Questions, even just asking for Community feedback to your question (whether you're a consumer, Moderator, Admin, Developer, PWE employee, etc.) feel free to go to my Neverwinter Q&A thread. Even if it ends up eventually being a FAQ here, I or anybody else who knows the answer there can reply there instantly and whenever they want without any review or approval! (Standard forum policy rules apply.)
If you have any suggestions for FAQ's or things to add to them of course, do still post them here. But if you just have Neverwinter questions, do start there. Of course, frequently asked questions or reoccurring topics that show up there or elsewhere may be added here
SECTION I (GAME RELEASE INFORMATION)
Is Neverwinter Online Out yet?
Update: 8/21/2012: No, the game is scheduled to be released sometime in early 2013. Open Beta may start as early as the beginning of Fall 2012 or December 2012, but no date has been comfirmed at the time. Please be advised this early date was from a PR Newswire press release article and the later date mentioned once as a possibility by Cryptic's COO. The delay to early 2013 was done for further polishing and including PVP at launch rather than delay features until 2013 after launch in 2012. More information can be read via a docx form on the following Neverwinter Fact Sheet released August 15, 2012. If any registered Beta Key users are able to download anything, this is no indication the game servers are loading users or the beta is even starting yet. Keep checking the Official FAQ for more official information on the game's release, and see the Beta questions below!
Hey, wasn't this supposed to be released in November 2011? What Gives?!
Update: 8/21/2012: Cryptic retooled the game from a "Co-Op" to a "MMO" after Atari sold the Cryptic company to Perfect World Entertainment (or PWE.) This was considered a positive move by the companies and is detailed in the June 2012 Gamasutra article. Also, see the next question.
Why? I heard Co-op is good and MMO is bad for D&D, is that true?
Update: 6/6/2012: What "Co-op" and "MMO" mean can be interpreted in many different ways. The official answer is listed in this reply from Stormshade's archived response in the "Why a MMO" thread and the above Gamasttra article.
What do they mean when they say "Free to Play?" Do I have to buy the "Box" like I do in Guild Ward 2? Do I have to pay for mission content like I do in Dungeons and Dragons Online? Do I really have to buy components to be able to beat the enemies thus "pay to win?"
Updated 10/11/2012: When Cryptic says Free to Play, they mean free to play! No "client box" cost (a free download.) You never pay for "adventure modules" and you can beat the enemies without having to pay for gear! Andy Velasquez makes this explicitly clear on 5:24 of this video! The "microtransactions" will be discussed closer to launch and this will be updated as we receive more information. However, they should cover things like clothing and cosmetics (and possibly animals and other modes of transportation.) Finally, if there is any question to the validity of no Pay to Win:
I just don't get it: Why does a MMO takes so long to release in the first place?
Well, that's a long and detailed explanation, that would take too much space for me to detail here (in one section in its entirety.) Fortunately I did post a response to this type of question in an archived thread, which took two parts just to explain. You can read about it here: Part 1 Part 2
Is there a place that is Consolidating Videos, Reviews or Previews about this game?
Updated: 09/29/2012: A good recap of important videos can be found in bitterwinter's Interview Video Compilation thread.
Also, granmazzo's E3 Preview Thread does an excellent job collecting reviews of all positions.
Cryptic/PWE lists links for Neverwinter showing E3 links at their News section.
The linked location(s) may change frequently due to changes to the game and updated reviews. Feel free to contribute new locations to me by reply or the PM link at the end of this post.
What are the System Requirements?
OS: XP SP3, Windows Vista SP 2, Windows 7 or Windows 8
Processor: Intel Core 2 Duo 2.8ghz CPU equivalent or better.
Memory: 2GB RAM or more
Video: GeForce 8800 or ATI Radeon HD 2900GT or better, 512 video ram
Sound: DirectX 9.0 compatible sound chip or onboard audio
Broadband Internet Connection Required.
Minimum System Requirements
OS: Windows XP, Windows Vista, Windows 7 or 8
Processor: Dual-core 2.0 CPU or better
Memory: 1GB RAM
Video: Shader Model 2.0 or higher, GeForce 6800 or ATI Radeon X850, 125MB video ram
Sound: Directx 9.0c Compatible sound chip or onboard audio
Broadband Internet Connection Required
What About Beta? What Stage is it in?
Updated 02/01/2013: The first closed Beta preview weekends are on February 8, 2013! More information can be read here, a breakdown on promotional beta keyholders can be found here, and Founders information (including purchase links) can be found here.
How do I (and how did others) get/will get Beta Key Access?
Those who already received Closed Beta keys (for example, completing the demo at PAX East/E3 or other conventions as well as those who have gotten or will get future keys from signing up and pre-ordering Torchlight 2, RaiderZ, or lifetime subscription holders for Star Trek Online, Champions Online and other potential lifetime membership options offered by Cryptic and/or PWE [check with your community moderator for details]) have received or will receive invitations to a Closed Beta stage, but an actual specific Beta start date is not guaranteed and may vary for different users.
Even when beta starts, an entered key does not guarantee immediate access and your stages may vary (even if two people got the exact same key from the exact same location.)
However, see "What About Beta? What Stage is it in?" for information on Founders (priority) access.
Finally, just because one promotion sends out keys does not mean the other promotions will also be sending out keys. Again, see above for "your stages may vary."
Sometimes, a select few could be invited to stages outside the normal public beta testing, but such information is highly restricted.
(Note: This answer will be updated as we receive new information.)
Can you explain that last part?
No. The only people who know details have signed Non Disclosure Agreements and cannot share their information here with me or you.
Are these the only ways i can get into Open/Closed Beta?
No. As per Stormshade's Archived Reply, there will be other ways to get into Beta (and the pre-order/lifetime memberships is/was just a thank you for those who continued supporting Perfect World Entertainment's Torchlight/RaiderZ Series or Cryptic/PWE's lifetime membership purchases.)
You do NOT need to buy a "Founder's Pack" to be in closed beta, as they only get bonus items and (depending on the pack bought) possible priority testing and/or earlier launch dates.
Just registering for this Neveriwnter site will give you a chance to receive a beta key if you participate!
If you have received a Beta Key, see the next questions below.
(Note: This answer will be updated as we receive new information.)
Okay, I have a Beta Key. Where do I enter it? Where can I check that my Beta key entered successfully?
Update: 8/23/2012: Enter the Alphanumeric Beta Key code exactly as you received it (with dashes, but it is not listed as case sensitive at the time of this update) on the "Access Beta" section from their "The Game" drop down menu at the top of this site or may also be accessed as a button on their Main Section. The following is from the Beta Key's own entry location:
If you have received a beta key, use the field below to activate your closed beta account. Once you have entered the information, your beta account will be activated immediately. Enter the beta key exactly as you received it, including dashes. Keys are not case sensitive.
Above the Redeem Key box to enter the beta key code, it tells you if or not the beta key is applied. When it is applied successfully, you will receive the message, "Congratulations, you have activated your beta key for Neverwinter!!"
If I have multiple Keys, should I enter them all?
No. Keys are no different than any others. Entering more than one key means the last key entered becomes the active one. However, unless you are selected for a specific stage based on that key's code (and I cannot say how those codes are linked to the stages of any beta testing) entering the key does not guarantee you which stage you get that beta access on. Two people with Closed Beta Keys could be granted access on "stage one" and "stage six" of the closed beta access for example.
However, if somebody somehow receives a message from PWE delivering a verified authentic key that promises priority access (for instance, members of the media could be allowed an "exclusive first peek,") they may then enter that key to override the last key to prioritize access. This would be the only time you would enter "more than one" key, the last key entered becoming the active one.
After I entered my Beta Key, I heard I may set something up initially for a later date. Can you guide me where I need to go?
Note: this may not work unless you are selected in an active beta phase.
When a Beta Key is successfully entered, the Home Page's button that was "Sign up for Beta" will list "Download Now" Pressing this button (or going to the link directly) after the user has entered a beta key will take the user to a site with a direct download link, a listed system requirements and an additional support link.
Non-beta-key users, and Beta key users after downloading the client software (until the beta starts officially for them,) will not see the direct link, system, or support options information for registered beta key users only. Should registered users have issues enabling a download, it is recommended trying another browser (for example, switching from Chrome to Firefox) before contacting support on their listed link.
Note: The Beta direct download and support links are not listed here as they could potentially link to a beta-user only location that is not open to the general public. Non-registered users with a beta key who cannot register their key or registered users who cannot load the downlkoad page link are encouraged to contact Perfect World's Support Page for further assistance unless directed to help elsewhere by Perfect World/Cryptic.
Finally, the user will be prompted with a standard setup wizard for installing the client. It is strongly suggested to close any additionally running programs and to allow this setup to proceed by any security/firewall settings. Again, if the user has any questions on this, they are encouraged to contact Perfect World Support.
Users do need to also have a Perfect World Account, and the Section III post under Forum Use and Access will detail how to make a new PWE account or confirm your current PWE account is linked to your Cryptic Neverwinter account.
I'm not a registered Beta Key/Perfect World User/I've already downloaded the client but Beta hasn't started for me yet. Will the above site (still) work for me?
Users who are not both registered with Perfect World and have entered an unused Neverwinter Beta Registration Key or who have downloaded the client but haven't been selected in the beta phase active currently, will only see the following (text) when they attempt to go to the above Download site:
Neverwinter Download and Beta Testing coming soon!
If you have activated your Beta Key, you will be notified when Beta testing begins and will receive instructions for downloading and logging into the game.
If you do not yet have a Perfect World account, please create one and you will be automatically added to the pool of potential Neverwinter Beta Test candidates. Be sure to sign up for our newsletter to get the latest news and be the first to know when Beta starts!
Please visit our FAQ for more information about Neverwinter.
Results 1 to 10 of 265
Thread: Neverwinter Online New Users FAQ
05-03-2012, 09:18 PM #1Legendary Former Community Moderator
- Join Date
- May 2012
Neverwinter Online New Users FAQ
05-03-2012, 09:19 PM #2Legendary Former Community Moderator
- Join Date
- May 2012
Neverwinter Online New Users FAQ Part 2
SECTION II (GAMEPLAY INFORMATION)
Is this based off of D&D? What edition is it? How "strict" is it based off of the rules? How does x work in this game then?
This Game is based off of the D&D Fourth Edition Ruleset. A basic primer to how the Fourth Edition Tabletop system works can be found on this link.
It is not a literal translation of the pen-and-paper tabletop game and is "inspired" by the Fourth Edition Ruleset as to work in a live-action real-time setting (instead of turn setting) game.
As we receive more information on things like combat attacks/defense, Feats, Skills, Themes, etc, we'll post more questions and answers here.
Can you explain how the Basic Gameplay works?
All D&D Game Rules will be this color, while Gameplay Control and UI Information will be this color.
All players create a race and class with six different attributes: Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma. One does "mission appropriate" and "class appropriate" things that give the character experience points (or XP) that eventually give "levels." After a certain number of levels (unspecified for thie MMO game but often the ones divisible by four in the tabletop game,) the player can choose to raise an attribute by one point for two attributes (this also may change for the MMO game.)
Unlike other tabletop D&D editions, 4th edition balances the characters by assigning roles similar to what is found in other online MMO games. (This Neverwinter Online game is the first MMO attmpting to use 4th edition in an actual online game.) Instead of the "MMO Triangle" however, there are four "roles" assigned in the "tabletop" game. Those roles are as follows:
- Controller--Controllers focus on affecting multiple targets at once, either damaging or debuffing them, or altering the battlefield's terrain.
- Defender--Defenders focus on blocking attacking enemies and focusing their attacks on themselves.
- Leader--Leaders are focused on buffing and healing allies.
- Striker--Strikers are focused on mobility, dealing heavy damage to single targets and avoiding attacks.
The tabletop (or pen and paper) Fourth Edition game also offers suggestions on how to "set up" your classes called "builds." For instance, if you are creating a wizard, and you want to make a wizard that is more offensive attacking than enemy control oriented, there is a build called "War Wizard" that suggests how to allocate your attributes, specialization feats and attack powers.
Neverwinter Online "Builds" allow you to further "customize" your class so you could have something like a "brutal rogue" focusing more on the damage side than the vulnerability of "sneaky attacks." This means that your character may also take one one or more of the previously mentioned "roles" in the above as a secondary role also. (At the time of this posting, builds are pre-set, and there is not a confirmed number how many builds each class will get on character creation, but this section may change as we receive more information.)
All characters have powers. Powers are separated into the following: At-will powers, Encounter powers, Daily powers, and Utility powers, like the 4th Edition rules:
- At-will: At-will powers go off every attack turn and are "always available." You can use them every attack, but can only use them one time per attack. In an MMO comparison, they have no cooldown timer.
- Encounter: Encounter powers pack more power and often incorporate special abilities linked to a class type, (like a Trickster Rogue dropping a dummy to distract enemies and make them vulnerable to more damage.) In an MMO comparison, these are cool-down powers from six to twelve seconds potentially.
- Daily: "Daily" powers gain their name from the D&D books, but are not limited to just once per day. By doing class-related activities in attacks (fighters defend, wizards control, rogues strike when they have advantages, etc.) you fill a graphical "die" up with "action" points. When filled, you can unleash your "daily" power which is a devastating attack to multiple enemies. By doing class-related activities again, you can "refill" this meter again, often taking a suggested 2-3 encounters, but results may be more or fewer encounters than this. In an MMO comparison, this is considered an "Ultimate" or "Limit Break" power.
- Utility: The Utility power is often a defense power like a fighter's block, rogue's roll or a wizard's "teleport jump" to avoid being hit. Unlike the books, this MMO power appears to also be at will or encounter instead of daily in use, but more information is needed on this.
- All players gain two at-will powers, mapped to your left and right mouse buttons.
- Encounter powers are linked to the Q, E, and R keys.
- Daily powers are mapped to the 1 and 2 keys.
- The utility power is mapped to the shift (and sometimes tied in with a movement) key.
- The character is moved using the standard WASD keyboard setup. The mouse when moved moves your character's facing or "looking" direction.
- For targeting, this "Game Trailers" video (shown starting at :40 seconds) shows there is a targeting reticle. A cursor is available in-game for selection of other (non-combat mainly) User Interface (UI) actions by holding down the alt key.
- Due to the fast-paced speed of the game as well as how D&D works, you will not have more than several active powers at one time (maybe seven, or possibly similar to how the tabletop game goes: two at-will powers, one to three encounter powers, one to two daily powers, and one class customized utility power such as a fighter's shield block, a rogue's jump behind the enemy or a wizard's teleport hop but can swap out the types of powers you want to use (from something like a powers known list) on the fly.
Finally, the tabletop game system uses the term "skills" to mean game-checked abilities the character will use (such as Arcana and Perception) and "powers" to means the attacks and utilities described above rather than the (MMO-used) term "skills." These terms will be uses as such throughout this FAQ and all Neverwinter Online descriptions, so please be aware of this when the terms "skills" and "powers" are used as such in D&D and this D&D game.
What Races and Classes are listed as released for Neverwinter Online?
As per the Neverwinter FAQ when possible, the listed races and classes for the initial release will be:
Races-- Human Half-Elf, Elf, Drow, Dwarf, Tiefling and Halfling is in the Official FAQ Races Tab and mentioned in this Raging Nerds E3 interview, around the 3:00 mark.
Racial information can specifically be found in the races location tab of their FAQ.
Classes-- (Possibly) Cleric, Fighter, Rogue, Wizard (Updated 6/06/12: Not listed in the FAQ but seen demonstrated, written about [in unclear language] in a Singju Games preview Article, and the Cleric class was previously confirmed by Stormshade in an Ask Stormshade thread, and mentioned in an E3 Video, but also he has [humorously replied] no comment on their and the Ranger's current release.)
Updated 6/14/2012: The classes will use the Fourth Edition "Build" Template system, so we can have (for example) Trickster Rogues and War Wizards, and it is said from this video interview, we will have multiple builds to choose for each class, but the multiple class builds for all classes option is tenative at best when it will be released, and new class builds will be also released after launch.
(Note: This answer will be updated as we receive new information.)
Will there be Sub-Races
At this time, Sub-Races are not decided, see the following compiled replies from the Developer Questions thread Questions for StormShade (devs):
5. Do you plan subraces system that was introduced in Neverwinter Campaign Setting?
I'm not familiar with that system, can you explain it to me a little?
What is Multi-Classing and/or Hybrid Classes? Will they be in Neverwinter also?
Updated 10/12/2012: Multi-classing and Hybrid classes as related to the Fourth Edition Tabletop game is explained in detail at the link here and a multi-class summary here. However, at the time of this entry, these features were not converted over to Neverwinter Online.
(Note: This answer will be updated if we receive new information.)
What about Paragon Paths?
Update 10/12/2012: So Far, we have exceptionally limited information on this, but it seems it will be handled in a "talent tree" format like many MMO games; once you get to a specific level, you are awarded and spend "points" to build up your chosen Paragon Path. We don't know how many paths one can choose from yet or it it's only linked to the class, but we have video of the Spellstorm Mage at 7:00 from this Athene video talking to Andy Velasquez.
What about Alignment? How does that work in the 4E game? How does it work in this MMO?
Again, all D&D Game Rules will be this color, while Gameplay Control and UI Information will be this color.
Regarding alignment in the 4E Tabletop or PnP system, this archived post quote explains the basics best.
Alignments in 4e are as follows:
Unaligned does not mean Neutral. It basically means you haven't chosen a team or that you, as a player, just don't want to use alignment. 4e is big on not enforcing alignments, with the only game element I know of that depends on alignment being if you are a Divine power source character that worships a deity. In that case you have to choose a deity that is the same alignment as yourself. There are no rules-based penalties for violating your alignment and there are really no rules about forced alignment changes either.
While this quote from a post where I clarified the game mechanics on Alignment and Factions based on an unchanged position since 2011 explains they are not used in the game.
As for used in this game:
From the How Many Factions Will Neverwinter Have? thread.
Pretty much, it was confirmed waaaay back in a 2011 Neverending Nights article I don't even remember that gillrmn re-quoted once:
NeN: ... What about Alignment? Will selecting an Alignment be available? And will it impact how NPCs within the game interact with you? Or will there be Factions within the game that you can gain or lose favor with?
JE: Neither alignment nor factions play a role in Neverwinter.
How does healing work currently? Will my group die if there is no "healing" character?
Updated 10/12/2012: Healing is done both by spells/powers from characters who have the "Leader" Role as well as drinking health potions and standing at campfires (the last item is confirmed at 1:49 of this video.) Healing surges did not port from the 4e tabletop edition, but the concept of standing by a "campfire" and "healing up" will also be used as mentioned in 1:43 of this video (as well as where you can "swap out" certain powers.)
Regeneration in cities or item combat regeneration is unknown at this point.
Based on other combat examples for targeting, it's suggested we will use the reticle to target others/aim a burst radius circle for other people's/group's healing and not aim or toggle something out for individual self healing. But this is speculative and has not been confirmed.
And no, you can do well solo and in groups up to five if there is "no healing character played." But it's a lot easier to heal more often if you do!
Is there falling damage? Do I heal if I do fall? Can I die from it?
Updated 09/29/2012: This was revealed to us in this video noting this at this specific spot. It's unknown if we regenerate in cities or this was a demo with "god mode" activated, and we need to heal normally as we do in combat zones. However, it is clear in combat zones we take falling damage and possibly could die from it if scaled.
(Note: This answer will be updated as we receive new information.)
Is the game Instanced or Open world? I keep hearing it's one than it's the other!
That's because it's both!
From a MMORPG player-submitted Q&A article:
Q: How much of the game is instanced compared to being an open world?
Andy Velasquez: Right now, the ratio stands at 50/50, so we have a fairly even split between open world and instanced content.
The game will be half persistent world and half instanced, with both solo-friendly locations and end-mission multiplayer re-playable delves (more on this later) where you can get your top gear, confirmed by Zeke Sparkes (lead developer of Neverwinter Online) and Pokket (interviewer from MMORPG.com) from their E3 interview.
Quests and monsters will wander around their zones of the open world where a large number of people can participate with each other, but dungeons, special missions, and end-of-story-arc delves (more on this later) will be instanced for up to (and only) five players as per a typical Fourth Edition Dungeons and Dragons adventuring party.
Can you tell me how the Game World (or Server) will work then with player population?
Updated 10/05/2012: Cryptic uses one game server per game. This means, Cryptic makes a unified "world server" to play on composed of a bunch of physical computer servers to make one "game world." So no other "PvP Servers" or "Role Playing Servers" are done as separate servers to log into. This also means that User Generated Content via the integrated Foundry tool (and more on that is mentioned in the Foundry section) also is accessed by the same NPCs and objects in the "world Server."
When a public area zone in the game gets too large, it splits it into another "public instance" or "shard." So you could have "The Moonstone Mask" as a public place, then it splits into "The Moonstone Mask1" and "The Moonstone Mask2" when there are too many people for the capacity on a public location zone.
Users will have the ability to "switch" between shards (often by a pull down location option if there are multiple areas.)
This splitting continues if any of the the public area zones continue to grow to capacity again ("The Moonstone Mask3," "The Moonstone Mask4," etc.) and the zones lower in sequential number when the population drops so they can rejoin another (or original) shard (or zone) the next time players leave and re-enter said public zone. So if there are only 4 people in the original zone, and 2 in a second zone, that second zone goes away when the last player in a zone leaves, and the players re-entering that public zone go to the original zone. The game does automatically decide where the least load or most need for new population is needed for the shards, which the above players have the option to manually switch zones (especially for party-based grouping.)
However, when players join a party to do certain quests, they may instead of adventure in a public area be sent to a private instance which can hold a party of up to five adventurers. This will definitely be done in the "delves" described later in this section. Also see the (previous) "Is the game Instanced or Open world? I keep hearing it's one than it's the other!" question.
Finally, Cryptic does not "separate" players into their own servers. So there is not a "role playing" server and a "PvP" server and a "min-max" server, etc. We all play in one game world as mentioned above.
How is player treasure generated?
Update: 10/31/2012: From a MMORPG player-submitted Q&A article:
Q: How is loot generated in game normally, pre-generated via a loot table or on the fly (random stats)?
Andy Velasquez: We pre-generate our loot.
Is there PvP? Is it endgame only?
Cryptic and PWE have decided one of the reasons for the game's release to 2013 would be to include a "robust" PvP at launch. The game will offer PvP before endgame possibly in arenas suggested but not guaranteed by Andy Velasquez and possibly also have options involved in an "endgame" besides the RAIDs as mentioned in this video around 1:53.
Update 10/26/2012: When asked about details on PVP (and also with racial starting points) at New York Comic Con, Cryptic and WotC pretty much said, we're working on it and and we can't tell you much at this point.
Can you tell me more about Events?
Updated 10/01/2012: Events are described in this entry of the Cryptic Developer's Blog.
Basically, Events are currently classified into two categories: Instanced Events and Contests:
- Instanced Events--Instanced Events are limited-time offered group missions and appear to work like Delves do (more details on Delved will be in an upcoming question) except you and four others "sign up" for events in the zone it is hosted in, and are transported to the instance. Events could be from defending off a raid to storming an enemy stronghold, with a chance at specialty rewards. Once the event is finished, you are returned to the location you entered the instanced event. These work like "Alerts" in the Champions Online and Star Trek Online games.
- Contests--Contests appear to be something you can enter when it is starting or any time in its duration. These events appear to be rewarded per "accomplishment" and "rank" the player achieves in the time given. Star Trek Online's Academy Event is an example of such an event in a prior Cryptic game. For a more D&D example, the player might be alerted about an invasion starting in a zone's open-world area and given a thirty minute window from that alert. They may possibly earn a reward for each "token" retrieved from the enemy, and also given achievement for the total number of them killed while invading as long as these things are accomplished/turned in during the alert period. Once the event ends, the rewards can no longer collected, and "collected tokens" may be removed from inventory after a short post-event period to turn them in.
Will there be RAIDS in this Neverwinter Online MMO Game?
Yes and no. Yes, there will be multiplayer escalated challenge "delves" at the end of each "chapter" or "story-arc" segment that drops "the best loot" for the players, but no, it's not like a typical RAID.
The Delve is a multi-player chalenge for up to five players and is repeatable (so if you didn't get what you wanted, you can try again,) and is finish-able in about an hour's time. Cryptic and Perfect World understand the needs of all gamers when it comes to both skill and time allotted to play a session, and took the hours of setup and prep just to "start" out of this equation, without taking away the skills and challenges needed. Or, as (colorfully) said by ANdy Valasquez in an MMORPG Interview,
Andy Velasquez: Personally I feel like our Dungeon Delves are huge improvement over the overall raiding experience that I have personally experienced playing MMOs. When I think about what I loved during my time raiding in other MMO?s it was always the joy of getting mah phat lewtz and the challenge of taking down interesting content with my buddies. What I hated was the slog that almost always came with it.
Our Dungeon Delves are still the places where you will be going to get your phat lewt. They are still where you will find the some of the most interesting bosses, monsters and locations Neverwinter has to offer and you are your friends will be challenged to take down all of the content in them. Yet they are meant to be shorter less grindy affairs than traditional MMO raids
Yeah yeah yeah, let's get to the important question: How will I get my Party treasure here? Will it be random or rewarded to everybody?
Both, actually according to this revelation from this MMORPG.com article,
Here's where we learned something cool about Neverwinter's loot system when partied. She dropped something for everyone, stuff that no one but you can loot, and she also spawned a chest that we all had to roll on. Andy told us that the idea is for everyone to get something from their hard work in a dungeon, but they also want that traditional sense of "Oh, what's in the chest?!?" that has long been a hallmark of both D&D and MMORPGs.
Will there be player Housing?
From the MMORPG.com article:
Q: Are there any intentions of adding player housing?
Andy Velasquez: The design team has definitely discussed the possibility of player housing. While it won?t be available at launch, it?s certainly on our internal list of features up for consideration with future expansions and updates.
Does the game support "Gamepad" controllers?
The Cryptic engine supports gamepad controllers, but it has not been confirmed if this game customized will support it. This section will be updated as we get more information.
Do I need to own or have played Neverwinter Nights or Neverwinter Nights 2? When does it take place? Is the gameplay the same?
No. The game does not require you to be familiar with or have played any of the Neverwinter Nights games, and will have a completely different User Interface from that game and many MMO games.
The setting takes place in the Forgotten Realms 100 years after a catastrophic event called the "Spellplague." Faerum and the way all attack and non-attack powers adventurers use (especially magic) has drastically changed. While Neverwinter escaped most of the physical damage from the Spellplague for approximately seventy five years, an eruption (of the volcano Mount Hotenow) razed the city, and the city is seeing a new Neverwinter attempted to be rebuilt since ten years ago. However, monstrous creatures have settled in the "ruins" of neverwinter (Such as the Many-Arrows Orc Tribe,) and there is only a small portion "recovered" due to (the open lord of Waterdeep) Lord Neverember, the "self proclaimed protector and rebuilder of Neverwinter."
Where does the game take place? Is it only in the City of Neverwinter?
Like another epic D&D video game series (Baldur's Gate,) the game will take place around the namesake city in its title (that's Neverwinter, not Baldur's Gate,) and its surrounding Sword Coast.
To quote Stormshade:
As far as Neverwinter is concerned, we're focusing on the city itself, and the surrounding areas. As many of you have already mentioned, the world of Toril is vast, and Faerun itself is a very large continent.
There are naturally quite a few different areas outside of Neverwinter's surroundings we would like to look into, and be able to bring to life. However, I think that focusing on this one area, and the myriad of adventures that you can find there, will make for a better game at release.
We'll be talking some more about the different areas in the game as we move closer to launch. Some of them (such as Vellosk) you'll recognize immediately from the source material. Other areas however, you will find have been created specifically for Neverwinter.
Will I meet any of the famous characters of Historic Neverwinter?
Due to this taking place a century later, most of those heroes are dead. However, it is said that certain characters from R.A. Salvatore's "Neverwinter Tales" series tied-in with this game will make an appearance, including a certain Drow....
I plan on playing a character using a lot of different weapons and Implements? Can you explain why I was told I'll have limited animations for all my different weapons and implements? Why can't each weapon have its own unique animation?!
When you have a graphical item represented on your character, it needs to be represented for each movement animation your character makes. While you may not think your character "reacts" a lot here, this coding can require up to eight separate animations for just one item. That adds up for each new item added to your visual character avatar. As Stormshade answered in Questions for Stormshade (Devs):
4) Will each weapon have it's own combat animations or will everyone have the same set no matter what they are fighting with?
Well, you swing a sword like a sword, and daggers like daggers... Regardless of whether they're a +1 flaming weapon, or just a normal weapon. Please remember that adding in a different set of animations for most every weapon n the game would be very time consuming and expensive. The animation time alone might add on another few years to development time. That said, I'm sure there will be some variations between different weapon types.
I'm worried the flashes and other special effects may be too much for my computer or could trigger epilesy. Can I reduce or even remove these effects?
Yes, it has been confirmed (like the other Cryptic games) you can customize your graphical special effets to your computer's power by running their graphical setup, or lower/eliminate certain effects manually in the game client's settings.
I hear there's a lot of information on the Foundry! Can you Give me a Summary before we go into details?
Thanks to Bitterwinter, we have an excellent summary right here! Great Job!
Well, I'm worried if I have to pay money for the features I really want in Neverwinter Online like certain room or monster "kits." Do I have to start "paying" in this "Free to Play" game if I want to Author Modules? And Star Trek Online by Cryptic charges me "game currency" to publish Foundry Modules. Will I have to do this here?
Updated 10/31/2012:Both are excellent questions.
As to whether Authors will be changed to use "components" in the Foundry, absolutely not! Andy Velasquez makes that explicitly clear in this MMORPG player-submitted Q&A article:
Q: Can we feasibly "level up" to max and beyond (gear) in purely user-generated content or is the Foundry end-game only?
Andy Velasquez: Yup! Players can focus completely on Foundry content to progress through the game and reach max-level. There are also some great rewards for playing through Foundry content. The Foundry is something we want players to be able to explore and enjoy as players or creators as they progress through Neverwinter. The Foundry is definitely not something meant to be reserved only for end-game play.
Another video from Lorehound at 5:07 addresses that the Author is 100% supported and will not be charged for anything! No kits, no templates, no groups!
"We want to support you 100% We want you to me making content for our game,"
And regarding "paying to publish missions," the Neverwinter Online Foundry will allow you to Publish slots for no real money or in-game money up to a certain slot number (Star Trek Online's Foundry suggests it could be up to 8.)
Afterwards, if you have been ranked highly by other players (called the star method using from one to five stars) you earn additional slots. If you are not rewarded this way, you then may buy additional slots for in-game currency. This method is to reward well-published authors. This is discussed at this point starting at 3:30 and specifically starts addressing at 4:24 of the previously mentioned Lorehound Video.
So How does the Foundry Work?
The Foundry will allow users to create adventures for other players, and "author entrances" will be linked on the main MMO location. Like Star Trek Online's Foundry, a User rating system will be used to score the user-created modules and its rating will determine its popularity (and even the possibility of its continued release.) Talks about the developers using highly rated modules to attach additional rewards to its creator, are listed in this article but not yet done in Star Trek Online's Foundry.
A fantastic overview on what the Neverwinter Foundry can and will do (regarding descriptive reviews) is listed in this Neverwinter Best in Show PAX 2012 MMORPG article.
and also in Polygon article about a little over two weeks ago (August 18, 2012.)
Not only did the Developers note the Foundry for Neverwinter (and eventually the one for STO) will be even more detailed and powerful than the current Foundry (for STO) as mentioned in this Ask Cryptic STO Q&A about the Foundry:
Q: (Q400) When will we see any major changes to the Foundry?
Dstahl: Well that depends on what you define as "major." In Season 6 we are making a massive overhaul of the underlying code that makes the Foundry work, but my expectation is that players are not going to deem this as a "major" change. The reason we are making this overhaul is because we want to inherit all the cool new Foundry features that have been and are still being made for Neverwinter. Without making this overhaul, the Foundry code between the two games would continue to diverge and make it more unlikely that we would ever be able to include new features such as editing interiors room by room. With the wealth of amazing Foundry content that has been made over the last year, our number one priority for Season 6 is to ensure that existing Foundry missions are safe and secure as we shift around the underlying code. Season 6 will bring some new assets, maps, UI improvements, and minor editing features, but the bulk of what you might consider "major" Foundry changes will not happen until after Neverwinter completes the cool features for their launch build. For any STO Foundry authors who are eager to see what these major features might be, it is in your interest to do whatever you can to get into the Neverwinter Beta (with Foundry) to see what has been added and make suggestions and provide feedback since these are the features that will be making their way to STO once they are ready to ship.
10-04-2011, 11:49 PM
The Foundry for Neverwinter has already undergone major improvements from its current STO counterpart.
In particular, we have a new map editor for interiors that uses a modular room tile system. We currently have 5 completely unique environments working with that system, and we plan to make as many more as possible from now until ship. This means there will be much less emphasis on using pre-made environments like you saw in STO's Foundry (although we will still make maps from the main campaign available).
The room tile system is actually pretty cool at this point. You have a library of rooms and hallway tiles you can place for any given theme that are themselves highly customizeable. You can choose to auto-populate a room with props that can then be individually moved and tweaked, or you can start with an empty room. Each room tile has connection points that work dynamically with other rooms so when they meet up, it carves a doorway between them in which trigger-able/lockable/skill check doors can be slotted in. Room tiles also have an array of unique lighting themes and some will have multiple levels within a room (two story houses, towers, cave descents, etc.).
Props now have multiple states associated with them too, so we can have a chair prop for example that has an upright state, knocked on its side, on fire, possessed and floating around... (you know, the basics) all selectable in that object's property pane.
I definitely share your passion for user created content. The Foundry's ultimate goal is to empower players to create the stories they want to tell, to truly make the game theirs, and to share their creativity with the community.
Folks who create levels and quests using Neverwinter's robust Foundry toolset will be able to complete tasks tied to the creation and promotion of their user-generated content, such as publishing a certain number of quests, or earning the highest review rating for their levels. These achievements will increase the player's Dungeon Master level, which in turn unlock further rewards, like unique forum titles and aesthetic in-game costumes.
The plan for creator retention, which includes dedicating a portion of the live team to creating new features and assets for the platform, and spotlighting highly-rated or trafficked quests. Authors will be able to effectively create their own in-game blog, which players can follow to keep track of when that author has created something new. Those followers can even donate in-game currency to the creators they like the best.The game even has an in-game calendar feature that will allow players to schedule regular sessions, either to do dungeons in the game, or play it together on regular days just like gamers might organize their own home campaigns.
More information (as well as "tutorials") can be found at this 2012 PAX Prime video with Andy Velasquez.
And this video from MMOHut
As well as this 2012 Gamescon section: Part 1 and Part 2.
Also this 2012 Gametrailers section: Part 1 and Part 2.
And finally this section and this section posted on Youtube from Cryptic's COO Craig Zinkievich.
Wait, if I can custom-design my enemies' appearance, does that mean I can custom design their attacks too?
Not really, but you can possibly make the attack look (if not be) different from the base creature:
- Can you change the appearance of a creature's attack, to a limited degree?
- Can you change their attacks to match what they look like so you "craft custom monster attacks?"
If you took a L28 (out of 60) Drow skirmisher and made it look like a Great Red Wyrm Dragon, it would still attack like a L28 Drow Skirmisher. As mentioned in the 2012 Pax Prime Video at 19:01, you could do an easy encounter with a Dragon, because maybe the enemy is just a mirage spell.
How much customization will we have over the layout of the Foundry Maps?
Update 10/31/2012: From the MMORPG Q&A:
Q: How much customization will we have over the layout of the map (structure) versus just the placement of objects on the terrain?
Andy Velasquez: At launch, brush editing of terrain will not be a part of the Foundry. That being said, we have tons of exterior map variants for creators to choose from. Also, Interior map editing in the Foundry is incredibly powerful, so expect to have plenty of tools at your disposal.
I'm still not clear on how I will access Foundry Missions? Do I have to log onto another place or get another downloaded program to play missions like the Neverwinter games before?
Update: 10/05/2012: We will be able to switch off between the Foundry (creating missions) and Game (playing) using the same client via a toggle Button. While you are editing your missions, you can click a button and "jump in" to test you mission.
As for playing other author's created Foundry missions, unlike the Neverwinter Nights series (1 and 2) multi-player Persistent Worlds which is a collection of listed "separate game worlds" you separately log into as "another place's campaign" for User Generated Content, the Foundry links adventurers to this "World Server" through quest characters or interact-able objects just like any MMO's main quest-line would. As a matter of fact, it's one of Cryptic's selling points that Foundry quests and company quests are indistinguishable in how you view them once you accept quests.
You can acquire Foundry quests from job boards, the "splash screen" or "loading page" or "social page," or even (if looking for role playing or regional reasons why," talk to local bar patrons and secret Harper Agents to get quests that are specifically in that region!")
I'm thinking I want to have my own Player Campaigns here and/or I'm a player that doesn't ever want to play what Cryptic or Perfect World makes. Can I host or play only Foundry Missions and really have other players or personally level that way, even to maximum Level? Really?
Update: 10/31/2012: Yes, yes yes!!!! Well, we'll keep that third yes in case we need it later.
Andy recently said in a MMORPG Q&A that Foundry quests can be focused on completely (leveling up a PC from beginning to level cap without ever playing a single "official" or "Developer" quest,) so you can play only author content if you wish!
Will I be able to make Persistent Foundry Missions like Cryptic will do in some of its Quests and Events? Can I link up other Authors' Foundry Missions in the Open World?
Update: 10/05/2012: At the time of this entry, Foundry quests are instanced only and not Persistent, but it's Cryptic's wish to make Open world Foundry quests like they are doing with their open world enemies in the company quests, even have the option to link other author's quests together! This information comes from Mapolis's post
Persistent maps remain a goal for the Foundry team, though I can't say weather this will be in at launch. From our early design discussions, we essentially want it to be a type of map you can publish that functions as a social map, but with contacts and doors that you can link other foundry quests to. This will allow authors to use persistent maps for a whole slew of purposes, from social maps to quest hubs to guild housing.
Can I make Foundry Quests without Combat? How are rewards handled then?
Mapolis confirms that you can set up other ways of "winning" encounters, but do not get "monster loot," but do always get "a chest at the end."
Originally Posted by mokah
That is disappointing, but at least it's not a "no"
Will we be able to design quest that award non-combat rewards, such as talking your way out of a fight or solving a puzzle or answering a riddle? All these are hallmarks of DnD and would be very welcomed as question options.
Combat isn't everything.
Are Foundry Quests able to be "Chained?"
A Foundry Author may make quest chains or "Campaigns" linked to one another, possibly even requiring additional quests be finished before another quest is available (for instance, to have an NPC "trust you enough with their mission" like done in many developer MMO Main quest-lines.) But one quest outcome cannot change the outcome of another quest.
Specific information is quoted from Mapolis:
Originally Posted by deadarmoured87
It is possible to link quests, right?
So if I do one quest I go onto the next in the quest chain.
Is it possible to link multiple quests to one quest, depending on the outcome?
You can have branching dialogs, but no branching questlines. The outcome of your quest will always be the same.
Are Foundry Quests Level-Dependent?
Like the Star Trek's Foundry, quests will be level-ranged based on the difficulty of the character entering, but this also can have easy, medium and hard encounters based on the "monster level" of the enemy, decided by the Foundry author. So, a "Level 28 Drow group" can have an easy medium and hard template to place in the mission; the harder the enemy the more XP and treasure it (potentially) offers upon its defeat.
Mapolis confirms this below:
So I just asked our lead Foundry programmer about this and it looks like currently all Foundry quests are levelless. This means any Foundry quest will be open to any player, and the monster difficulty will scale to the player level. This is how it works on STO, however there are additional restrictions in STO's enemy groups that make missions with high level enemies closed off to low level players.
We'll see how it works out in Beta, but I expect we will be tweaking how this works based on feedback.
You will be able to import audio from the game, but not custom make your own Audio/Video for legal reasons. As for "imported game video," Mapolis descrribes the future opportunity here:
Originally Posted by rujind
4.) Can the Foundry be used to create non-CGI cutscenes (the type of cutscene where you cannot control your character or the camera), or other simple scripted scenes where for example, an NPC walks over to a door and shoots a beam at it to bust it down (while still being able to move your own character/camera).
How can the Foundry be used flexibly to grant experience and items, yet not be exploited to gain massive experience and/or items with "one button click?"
Update: 10/31/2012: This question has been brought up repeatedly, and was recently answered in this MMORPG Q&A
Q: How will balance be achieved with the foundry isn't able to be exploited for personal character gain while also allowing for flexibility to crafting your own experience?
Andy Velasquez: The Foundry has been designed to provide authors with lots of flexibility and the freedom to create whatever kind of quest they?d like within the context of our existing game conventions. That being said, there are boundaries in terms of what authors can create with the tools available to them. So don?t expect any Foundry quests with rooms packed with mobs that can be one-hit to death easily in exchange for thousands of XP points, for example
This is a difficult issue. While Cryptic wants the Foundry authors to make items that reflect their customization, they want to also make sure the treasures reflect the difficulty and total encounters played for the "placed treasure" in the entire module. So far, discussions about choosing the type (such as weapons, arm slot items, wondrous items, etc,) or a random list of several items of which you could choose one have been discussed, but this customized items decision has not been decided or implemented yet.
How will quest items affect inventory and are they customizable?
See the following quote from Mapolis below.
Originally Posted by rujind
Cutting to the chase:
3.) Are there palpable quest items (example: stone figurine the tavern wench wants you to bring her), and do these quest items take up inventory space, can they be destroyed, and if quest items DO take up inventory space, how will inventory management work out with there being so many possible quest items from so many different quests?
Will it be possible to get hold of the Foundry and start working on projects before the game's official release? If so, will my missions be "wiped" on official Release?
The chances for working on the Foundry will be the same for any chances of getting into a beta stage, but other people focusing on the Foundry or "authoring" will be considered for this component of the game and separate beta stages will be done for Foundry testing as well. Like the Beta question in section I, some people may be asked to participate outside of Public Beta, but no more information can be mentioned here.
Updated 9/05/2012: At the time of this FAQ's last update, content created will stay post launch (but remember, testing could wipe content before final launch.)
To quote Mapolis:
We intend to have a long, multi-stage beta process that will test many aspects of the game. Cryptic has always valued player input, and PWE has given us the time and resources to execute the beta cycle we've always wanted to do. I should also note that the Foundry will have a similar, but somewhat separate beta cycle.
It's certainly not going to be a last-minute marketing-only beta.
05-03-2012, 09:20 PM #3Legendary Former Community Moderator
- Join Date
- May 2012
Neverwinter Online New Users FAQ Part 3
SECTION III (GAME COMMUNITY AND FORUM REFERENCES)
Does Neverwinter Online have a Wiki?
Updated 6/17/2012: Neverwinter currently does not have an official wiki before Beta, but users are supporting a third-party wiki here, (as mentioned in this thread,) and would love users going there (and their contribution and editing support even more!)
Do you have any maps of Neverwinter and Faerun?
A map of Neverwinter and its surrounding areas can be found here with a more basic map without an Area Detail Bar here.
Basic maps of what the Forgotten Realms (Faerun) looks like after the Spellplague of 1385 DR can be found here and here.
An interactive version (similar to how Google Earth works as well as available in Flash) can be found at this location.
A nice collection of maps made and compiled by users can be found in this forum's link, and this third-party site link
Forum Use and Access
I'm coming from another Cryptic location or What happened to my old Cryptic Neverwinter account information? Why do I have to register with PWE? How come it's saying my user name/display name/email is taken when I'm the only one who ever used it?
(If with Cryptic Neverwinter converting to PWE: ) Will I lose my Beta information? Why did I lose my old posts and private messages after I linked my accounts?
Updated 6/20/2012: As of Tuesday May 1, 2012, Perfect World Entertainment (PWE) updated the Cryptic Neverwinter forums. All accounts are required to be registered as a Perfect World Entertainment (PWE) account. More information on making sure your Perfect World and Cryptic accounts are linked can be found on this thread. If you are absolutely positive that your name is being locked out from your own access, you may contact this tech support forum, create a ticket, or connect to Perfect World's Support Email (only) if the ticket cannot be sent from the above link. Once the update is complete, your information (including your Beta status) will be linked to the account and will be preserved. If you have any further issues, use the support options listed above.
Where'd my custom avatar go?
How do I "Private Message" people in this forum?
Oops, I made a mistake! How do I edit/delete my post?
(And other basic Forum use questions.)
Updated 11/10/2012: I'm happy to announce that Zebular has made an entire How-To guide including forum use for the newly updated forums! His site (with a nicely linked table) is here.
I can't create new threads in the Neverwinter News? What Gives?!
After the forum Merge with PWE in May 1, 2012, Neverwinter News Access for Creating New Threads has been restricted to Cryptic/PWE/Admin members only. Non-Cryptic/PWE users can still post replies to those able to create new threads, but cannot create new threads there themselves.
If you are unable to even reply to these threads or other threads after creating and verifying your Perfect World and Cryptic Account, please visit this tech support forum location, or create a ticket.
Is there a way with the current forum setup I can set up "Spoiler" tags? I don't see any on the regular or advanced editor.
At the time of this entry, the forum does not have a spoiler tag for click or "[tag] [/tag]" manual entry. However, what a user can do is choose the color of the forum background (at the time of this entry, black,) as their text color, and highlight the text when they want to see "hidden" text.
So you can see this following text even if its another color: Spoiler text begins after this sentence below--
But you can't see this text unless highlighted. Spoiler text ended before this text.
That's because it's the color black, but will show up if highlighted with your mouse or other pointing stylus tool. What a poster can do is to bracket text warning when spoiler text starts and stops like this:
[Spoiler]Mystra is dead, but may have actually been revived![Spoiler]
These tips may change if the background color changes or the forum is updated again in the future.
I'm getting a "Redirect Error" or the page won't display when I attempt to Contact PWE Support or Create a Ticket. HELP!!! What Can I Do!?
This is a known issue that PWE is aware of. At the time of this response, I also am affected by the redirect loop. Below is the issue from PWE directly and PWE Support site Mod Darth Panda's solutions on how Support can be contacted when this happens, (or alternately contacting Support should your redirect issue be ongoing.)
This webpage has a redirect loop
The webpage at http://www.perfectworld.com/login/?s...rror=7&lang=en has resulted in too many redirects. Clearing your cookies for this site or allowing third-party cookies may fix the problem. If not, it is possibly a server configuration issue and not a problem with your computer.
Here are some suggestions:
Reload this webpage later.
Learn more about this problem.
Error 310 (net::ERR_TOO_MANY_REDIRECTS): There were too many redirects.Hi Everyone,
If you wind up getting a redirect loop when trying to use our support website and need to contact us, there are a few current work arounds for this known issue:
1) Create a new PWE account and use that to submit and update your tickets.
2) Send us an email to customerservice at perfectworld dotcom.
It has something to possibly do with a database issue with the Rightnow system and ours. Hopefully it gets fixed soon!
Unfortunately, if clearing your cache and cookies and reloading the page do not help, making a new account and/or emailing them (with your registered PWE email) at email@example.com directly are the only known workarounds available at this time.
None of this is helping and I need to contact Perfect World Entertainment support! How do I do this?
First off, don't panic! Sometimes things simply do not work as expected for some, and we need a person to review what happened.
There are a few ways to contact PWE:
You may contact this tech support forum, create a ticket, or connect to PWE Support's direct email if contact cannot be sent from the above links (like if you get a redirect loop or page unable to be displayed error. PWE is looking into this and try several different browsers first before using the email link.)
Last edited by iamtruthseeker; 02-12-2013 at 01:38 PM.
05-05-2012, 06:32 AM #4Moonstar
- Join Date
- May 2012
- Blackstaff Tower
I learned a thing or two too
)Shards of Selune no longer exists. Sorry to the fans. It was fun as long as it lasted.
05-11-2012, 10:43 PM #5Legendary Former Community Moderator
- Join Date
- May 2012
05-12-2012, 07:25 AM #6
good work, i can't made better !
05-12-2012, 07:39 AM #7Community Moderator
- Join Date
- May 2012
05-12-2012, 11:12 PM #8Legendary Former Community Moderator
- Join Date
- May 2012
05-15-2012, 12:12 AM #9
How about a section for PvP? The answers for that question has been "we'll get it done after we work on doing a satisfactory game launch," but since we know at least that much and a lot of people out there are PvP fans I figure you might as well add it to the list.
Also, nice work.
05-22-2012, 03:51 AM #10
Great work, hope you keep updating this thread as it delivers a well versed infos about the game.
All times are GMT -7. The time now is 11:04 AM.
Powered by vBulletin® Version 4.2.0
Copyright © 2014 vBulletin Solutions, Inc. All rights reserved.
Copyright © 2014 vBulletin Solutions, Inc. All rights reserved.