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I havent played with the 4th edition rules , so maybe my thinking is flawed or these things simply does not exist in 4th edition. Alas I have read articles and watched some videos explaning some of it's diffrences compared to 3.5 ed rules etc.
I also hear alot of folks talk about how 4th edition rules "was designed with MMO's or computer roleplaying in mind" I think this is a comment or rumour created by all the negative critique that followed this ruleset when it was released.
So now it's used in defence of Cryptic's action game. As I see it , it was never a real plan for this edition, sure It was more action oriented and streamlined for easier play, and monsters have far less hp so that the "heroes" should feel more "heroic" etc. But I don't belive you design Pen & Paper rules so that you can create computer games easier with a D&D brand. Atlest give me some valid links that points out that this is the case.
Also, the game looks fun, and in a very narrow minded world this should be the only thing that matters, I'm sure it is fun, we have seen several videos and testamonies towards the truth in this, but for how long ?
If there isn't any sort of tactical dept and/or a mix of what makes D&D the great game it has always been. 4th edition rules was more/less a failed attempt , was it not ? A glorious way for Paizo to sell more of Pathfinder RPG. Why would any company base their product upon a failed game product ?
My concerns are:
1. No tactical planning, ea what spells shall my Wizard pick for this particular ruthless challenge, If you have a control Wizard you have a control wizard, you can't change or meditate/rest and choose web instead of magic missile for instance. This for me is a huge D&D factor, the tactical plannig before a big dungeon crawl, the choices that you will have to live with during an adventure. DDO has these choices, but as far as I can tell Neverwinter does not.
2. No or very little traps that actually mean something, dangerous traps that completly blocks of the party unless they have a rouge in the party, this can naturally be in game, but not in the hour's long footages I have seen, all I saw was that the rouge was "able to steal stuff" ..Steal stuff is just a class bonus" wich i'm sure is added to the other classes in other form of bonuses. I see that the mage has arcane treasures for instance. DDO has these things and plenty of it aswell, from what I can tell Neverwinter does not have it or very little (Bill mentions that a previous dungeon was set up with traps)
3. Puzzle dungeons, use your party to progress, solve clever riddles etc . this may very well be in game, but then it makes me wonder why they are showcasing a dungeon that let's your party walk in a straight line from Boss A to Boss B without anykind of obstackles to overcome but monsters. Sure here we have the Foundry, but If the original game design doesnt have these , Im very sceptical towards the limitations in this Foundry aswell. Again DDO has alot of these clever little dungeons.
4 . Multiclassing ..Not really needed, but a great way of making a game with even more tactical dept.
I'm not saying that the game has to be "turn based" or such, but for me It has to have atleast some of the above, othervise it becomes just another action title among the otheres