@Fardragon - it sounds specifically like you haven't read any of my posts, or at the very least understood their content. In either case, there's no further discussion here that I can see.
I'm sorry but can you name even a single instance in any D&D based video game where 'Detect Good/Evil' has had any kind of real impact on the game play?
During the third paladin stronghold quest (apart from trial and error) its the only way to know whether you are dealing with an actual paladin or someone who is masquerading as one (well technically Know Alignment would also work, but its the same principle involved).
People might be interested in this. It looks like someone has been compiling all of what has been answered from various Q&A's (from twitch, reddit, etc)
I'm not familiar enough with the game to say how accurate this all is. So take everything with a grain of salt of course. But I figured people might be interested in checking it out.
@elminster - thanks very much for the links. In just reading the first page of the Q&A, I think that there is no fear this will be 'The next Neverwinter Nights'.
@FinneousPJ - different strokes for different folks.
"For me", I was hoping for something that the community would create into either a sequence of mods or Persistent worlds. that's right out. I was also hoping that there would be the capacity to create one's own world. They have it firmly locked into Forgotten Realms.
Basically I was hoping for something that the DM could truly mod into their own campaign. It looks like (and I could be reading into this), the DM can't even designate a specific treasure item that is to be found in a hoard.
To be clear, this isn't a deal breaker for me, merely the types of things that I was hoping would be in. I can see that there are other values to the game, merely that my impressions of what was to come were somewhat different than apparently was intended.
Hrm... no underwater environment and the fact that no complex caves can be created really hurts any upcoming community module. (Only flat surfaces with some exceptions...?... Really...?) Sounds like custom tilesets are direly needed here.
Although what really surprised me the most is that this game won't support Persistant Worlds in any way. Nor plans to. Or prohibits any changes of the game's overworld map, if what's written here is true. This is like a death sentence for any total conversion WIP projects that people may have had planned. Hell, even custom campaigns set in other parts of Faerûn than the Sword Coast won't be possible with a limitation this draconian.
To be honest, I don't think I like what I've read in that semi-official Q&A. At all.
@Kamigoroshi - that's pretty much my take-away from it as well.
I guess I didn't really expect that it would be 'The next (totally modable) create your own adventure' (simply removing NWN from it since that is a sour taste in some mouths) game like some of us were hoping for. I might have hoped that it would be that, but I don't know that I EXPECTED that despite the hype.
Say what you will about NWN (and there's a LOT to be said), at least you could create your own adventures with the only limitation being your ability to force the engine to do what you wanted.
But then again maybe they don't want another monster "The consumers can grind out an unlimited number of adventures such that they won't be spending any money on the next game iteration" game out there?
I think I'll be holding off on it personally. I hope its successful but personally having peered through what has been released about it so far I would really like to see a lot more in the way of customization for a DM than what they have shown so far (before I buy it anyways). Like being able to tie skills with your ability to say certain dialogue, having dialogue tree branches, being able to set the exact value of experience or reward you get for the quests you create, having custom music, being able to have fixed level encounters (rather than scaling encounters), etc. If I DM I want quite a bit of options when it comes to story telling opportunity. So far it seems like I'm largely just getting the ability to control what enemies do and where they are placed.
I'm really excited and also not. I feel the classes have been implemented poorly and would much prefer a direct 5e cross-over (one reason I love NWN2 is the classes mostly stay true to their PnP counterparts). On the plus side, animate dead actually animates creatures as opposed to summoning skeletons so that's cool! On the downside, Necro-Clerics don't look to be an option since all Clerics seem to be light themed and so playing a Cleric of a Death deity looks not doable. I'll probably pick it up for the singleplayer campaign and just hope to the gods that they release all the classes/races/class variants that are located in the 5e PnP book as DLC or expansions. Either that or wait until modders do what they do and revamp the system to make it better than the creators could do XD.
I feel the classes have been implemented poorly and would much prefer a direct 5e cross-over (one reason I love NWN2 is the classes mostly stay true to their PnP counterparts).
I really hope that I am wrong because I kind of get the feeling that this is pretty much SOP for this game. The more I read, the more it seems like they are doing whatever they think will make the video game play with almost no regard for the actual D&D license franchise. While this might make for a 'Fun' party game, it is probably going to piss off people who are expecting more BG (or even NWN) and less Diablo.
Again, I hope I am wrong on this. But if they weren't very faithful in the class department and they aren't allowing a wide variety of freedoms for DM's on top of that it doesn't bode well in my mind. I guess we will have to see when it comes out. Doesn't mean it won't be a fun game, merely not what I (and presumably others) am looking for.
@the_spyder I was just super bummed out when on stream someone asked them to make an evil cleric and they made this REALLY cool looking human cleric but when they got to spells it's like cure wounds bless light based damage spells
You know no inflict wounds no death spells no undead themed stuff.
Just your basic "white mage" looking skill set. Clerics are more than just support and heal bots. They are crusaders, necromancers, and sometimes Clerics can be just as wizardy as wizards even! One reason I love D&D is for the class customization and even 2e in BG offers a lot of that through Dual Classing, Multi-classing, and spell selection. In IWD:EE I can get my Cleric to have curses, inflict wounds spells, animate dead, and have just damaging/debuffing abilities in general. In this it looks like every Cleric is going to be a healbot based on spell choices. Maybe they will go the Dragon Age: Origins route and allow unlocked specializations in game. I certainly hope they do.
A new Dungeons & Dragons game is coming to PC in 2015. Developed in collaboration by n-Space and Digital Extremes, Sword Coast Legends will allow parties of up to four human players to cooperate in adventures managed in real-time by human Dungeon Masters.
@Vallmyr - I don't want to go making any assumptions about the game till it comes out. But yea, that is the way I feel as well.
My great fear is that this will be the next step in the BG: Dark Alliance style of game rather than Neverwinter Nights. While a fun game, Dark Alliance was significantly less about customization and more about 4 players 'Diablo'ing a dungeon. Again, this is only suspicion on my part (we will see when we see) and not based on any known facts other than what we have all seen online.
I am personally reserving judgment until I see ACTUAL game play, but my gut is saying 'Be ware'.
They may very well turn around and release wave after wave of 'Expansion' material that will more flesh out the choices. I hope that is the case.
Sword Coast Legends has been delayed again. While the D&D CRPG was originally slated to release on PC, Mac and Linux on September 8 and was then delayed to September 29, the title is now slated for an October 20 release. Furthermore, console players will have to wait until Q1 2016 to get their hands on the title.
Sword Coast Legends has been delayed again. While the D&D CRPG was originally slated to release on PC, Mac and Linux on September 8 and was then delayed to September 29, the title is now slated for an October 20 release. Furthermore, console players will have to wait until Q1 2016 to get their hands on the title.
For me this is great news. A game that is actually mainly finished at launch is a good thing. Ofc there's going to be performance issues and such, as well as well hidden bugs that are going to cause problems, but atleast I hope it means that the core game is mainly stable.
As an example of bad publishing, the upcoming GW2 expansion is not nearly finished, yet the release-date is set in stone and looming over the development team, and that probably means a disaster at launch. I'm not looking forward to it.
I'd like to point out that a delay in the release date in no way guarantees that the product that is released will be better (or worse) than it would have been had it been released on the original date. It merely means that the publishers decided (for whatever reason) that they weren't ready to ship.
My expectations for any sort of new D&D cRPG franchise is rather low at this point. Thruthfully, I'd be more interested in new ways of world exploration than specific rulesets. For example, I'm still hoping to see fully implemented swimming, diving and climbing mechanics. Kind of sad that DDO is currently the only D&D game where one can truly swim and dive. Luckily at least Torment: Tides of Numenera will feature swimming. Better than nothing, I suppose.
Swimming is a tricky gameplay mechanic to implement. Not that it's impossible to do, but from a player's perspective it's hard to make it realistic while also being "fun". (none of the levels I think of as being "great" in games like Mario and Donkey Kong are ones that involve underwater platforming.)
Comments
To which @the_spyder replied: "I'm kind of not."
Now, I can't see any interpretation of that other than that you would prefer it if alignments where NOT available in Sword Coast Legends.
I don't think YOU have read your posts.
It also occurs to me that ToEE has several features that are benefited from inclusion of Alignment (or at least materially impact the game).
It will be interesting if these types of things actually make it into Sword Coast Legends.
https://drive.google.com/folderview?id=0B1rSKFAtFafLfjFsNkhaM1htV1Zyc3B2SUNURm5oQTZHR0FxNUJTYUdDU1d1aVh0SElkRHM&usp=sharing
I'm not familiar enough with the game to say how accurate this all is. So take everything with a grain of salt of course. But I figured people might be interested in checking it out.
Here is the link to where I found it.
https://forums.swordcoast.com/index.php?/topic/2125-forum-and-twitch-stream-q-a-unofficial/
"For me", I was hoping for something that the community would create into either a sequence of mods or Persistent worlds. that's right out. I was also hoping that there would be the capacity to create one's own world. They have it firmly locked into Forgotten Realms.
Basically I was hoping for something that the DM could truly mod into their own campaign. It looks like (and I could be reading into this), the DM can't even designate a specific treasure item that is to be found in a hoard.
To be clear, this isn't a deal breaker for me, merely the types of things that I was hoping would be in. I can see that there are other values to the game, merely that my impressions of what was to come were somewhat different than apparently was intended.
Although what really surprised me the most is that this game won't support Persistant Worlds in any way. Nor plans to. Or prohibits any changes of the game's overworld map, if what's written here is true. This is like a death sentence for any total conversion WIP projects that people may have had planned. Hell, even custom campaigns set in other parts of Faerûn than the Sword Coast won't be possible with a limitation this draconian.
To be honest, I don't think I like what I've read in that semi-official Q&A. At all.
I guess I didn't really expect that it would be 'The next (totally modable) create your own adventure' (simply removing NWN from it since that is a sour taste in some mouths) game like some of us were hoping for. I might have hoped that it would be that, but I don't know that I EXPECTED that despite the hype.
Say what you will about NWN (and there's a LOT to be said), at least you could create your own adventures with the only limitation being your ability to force the engine to do what you wanted.
But then again maybe they don't want another monster "The consumers can grind out an unlimited number of adventures such that they won't be spending any money on the next game iteration" game out there?
Again, I hope I am wrong on this. But if they weren't very faithful in the class department and they aren't allowing a wide variety of freedoms for DM's on top of that it doesn't bode well in my mind. I guess we will have to see when it comes out. Doesn't mean it won't be a fun game, merely not what I (and presumably others) am looking for.
I was just super bummed out when on stream someone asked them to make an evil cleric and they made this REALLY cool looking human cleric but when they got to spells it's like
cure wounds
bless
light based damage spells
You know
no inflict wounds
no death spells
no undead themed stuff.
Just your basic "white mage" looking skill set. Clerics are more than just support and heal bots. They are crusaders, necromancers, and sometimes Clerics can be just as wizardy as wizards even! One reason I love D&D is for the class customization and even 2e in BG offers a lot of that through Dual Classing, Multi-classing, and spell selection. In IWD:EE I can get my Cleric to have curses, inflict wounds spells, animate dead, and have just damaging/debuffing abilities in general. In this it looks like every Cleric is going to be a healbot based on spell choices. Maybe they will go the Dragon Age: Origins route and allow unlocked specializations in game. I certainly hope they do.
My great fear is that this will be the next step in the BG: Dark Alliance style of game rather than Neverwinter Nights. While a fun game, Dark Alliance was significantly less about customization and more about 4 players 'Diablo'ing a dungeon. Again, this is only suspicion on my part (we will see when we see) and not based on any known facts other than what we have all seen online.
I am personally reserving judgment until I see ACTUAL game play, but my gut is saying 'Be ware'.
They may very well turn around and release wave after wave of 'Expansion' material that will more flesh out the choices. I hope that is the case.
http://www.gamebanshee.com/news/116187-sword-coast-legends-delayed-again.html
I can wait
As an example of bad publishing, the upcoming GW2 expansion is not nearly finished, yet the release-date is set in stone and looming over the development team, and that probably means a disaster at launch. I'm not looking forward to it.
http://steamcommunity.com/app/325600/discussions/0/517142892053578476/
ITS SO SIMPLE THAT'S ALL YOU HAVE TO PROVIDE